Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Tracking Similar units
Tracking Similar units
Mar 24 2010, 12:11 am
By: Randy.G  

Mar 24 2010, 1:14 am Randy.G Post #21



Staredit!!



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Mar 24 2010, 1:16 am Apos Post #22

I order you to forgive yourself!

Not sure where but I remember reading somewhere that health detection would desync players since there was a little delay for the detection to work. I never tested it myself so I can't be 100% sure for that.




Mar 24 2010, 1:21 am Kaias Post #23



Quote from Apos
Not sure where but I remember reading somewhere that health detection would desync players since there was a little delay for the detection to work. I never tested it myself so I can't be 100% sure for that.
Then allow me to enlighten you; it doesn't desync.



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Mar 24 2010, 2:33 am Cinolt Post #24



Here's something I threw together out of curiosity that uses my method of detecting coordinates. It requires an isolated area, requires an extra player (could be p9-12), and would temporarily halt the unit of its current action, but can preserve unit HP.
Kaias' method can't preserve HP and other units with 1 hp (or whatever you decide to set it to) would cause problems. Besides that it requires less locations/triggers and has none of the drawbacks of mine. I'm too lazy to make another concept map though, but I will if someone wants me to.

Really though, for a casual map the 1x1 per unit probably should be the first choice to consider over something like this.

Attachments:
Unique Units (Coordinates).scx
Hits: 3 Size: 52.43kb

Post has been edited 1 time(s), last time on Mar 24 2010, 2:40 am by yoonkwun.



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Mar 24 2010, 2:52 am Kaias Post #25



Quote from name:yoonkwun
Here's something I threw together out of curiosity that uses my method of detecting coordinates. It requires an isolated area, requires an extra player (could be p9-12), and would temporarily halt the unit of its current action, but can preserve unit HP.
Kaias' method can't preserve HP and other units with 1 hp (or whatever you decide to set it to) would cause problems. Besides that it requires less locations/triggers and has none of the drawbacks of mine. I'm too lazy to make another concept map though, but I will if someone wants me to.

Really though, for a casual map the 1x1 per unit probably should be the first choice to consider over something like this.
Kaias' method is just using the index to differentiate and not bothering with tracking. It's semantics anyway; technically you can preserve their health, though it'd take many triggers as hit points per unit. In the end its just whatever can best fit the specifications of the map.

Nice work on the proof of concept map, by the way.



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Mar 24 2010, 3:04 am Cinolt Post #26



The modify HP action works on percents so I don't think you can, for example, restore a unit with 1,000 max HP back to 9 using the Modify Health action. And thanks.

Post has been edited 1 time(s), last time on Mar 24 2010, 3:11 am by yoonkwun.



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Mar 24 2010, 3:27 am Kaias Post #27



Quote from name:yoonkwun
The modify HP action works on percents so I don't think you can, for example, restore a unit with 1,000 max HP back to 9 using the Modify Health action. And thanks.
Ah right, of course.



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Mar 24 2010, 4:56 am Lanthanide Post #28



I have a tracking-unit problem in my map at the moment, but I'm not sure if it'll be solvable.

I have a Kakaru that spawns a hallucinated Kakaru's (as a decoy) every 2 seconds. The hallucinated Kakaru's fly around until they get killed or naturally expire.

My problem is that I have a 1x1 location that follows the players real Kakaru, and spawns the hallucinated Kakaru's from that. This works fine, unless a hallucinated Kakaru flys past the real Kakaru, such that the location is now centered on the hallucinated Kakaru. Thenceforth all new hallucinated Kakaru's will spawn from the hallucinated parent, instead of the real parent. You could argue that this makes it more of a decoy though, I guess.

Can anyone think of a way to stop the location following the hallucinated Kakaru, instead of the real one? Probably my final solution is going to be to make the hallucinated Kakaru's owned by a different player (and give the human shared vision with them) so that the location doesn't center onto them anymore.



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Mar 24 2010, 8:40 am NudeRaider Post #29

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Hallucinations can't be given. So give all Kakarus to a different player (that has no Kakarus) center on Kakarus of that player and give the Kakaru back. This causes a deselect so you only want to do it when your location follows a hallucination. You can detect that when conditions say there's no unit in the location you just centered.
Ex.:
P1
C: Current Player brings at most 0 Kakaru to 'follow'
A: Give all Kakaru by Current Player to P2
A: Center 'follow' on Kakaru owned by P2
A: Give all Kakaru owned by P2 to Current Player
A: Preserve

Post has been edited 1 time(s), last time on Mar 24 2010, 10:37 am by NudeRaider. Reason: what's a Karakur? O.o




Mar 24 2010, 9:21 am Lanthanide Post #30



Ah hah! Very clever, that should work. The de-select is kinda crappy, but this should only vary rarely happen.



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Mar 24 2010, 5:51 pm rockz Post #31

ᴄʜᴇᴇsᴇ ɪᴛ!

You can have 11 different reavers, 9 different Carriers (plus hero versions of each), almost infinite versions of transports.

players 9-12 can be used to differentiate some units, and they keep their old color (not on minimap).

These units can escape a 1x1 location.
Quote from rockz
Here's my theoretical list: (* indicates speed upgrade).
Nuclear Missile
Scarab
Spider Mine
Interceptor
Vulture*
Zergling*
Ultralisk*
Scourge
Broodling
Zealot*
Marine*
Firebat*
Infested Terran
Hydralisk*
Zergling
Dragoon
Dark Templar (Unit)
Infested Kerrigan
Dark Templar (Hero)
Zealot
Civilian
Firebat
Ghost
Sarah Kerrigan
Hydralisk




"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Mar 28 2010, 2:35 am Burgled Post #32



I have a possible solution (example map included)

Rather than trying to identify the individual units, it would be much easier to identify their homes and the places they hang out at
during certain times of the day. What I mean is the unit is thinking "I'm at this place at this time therefore I am this person".

Uniquely identifying stationary positions (peoples houses and places of work) is much much easier than trying to identify the units themselves.
The only downside is that while the unit is in transit (from work to home for example) it won't know who it is, but as soon as it reaches its destination
it will "remember".

Your concept reminds me very much of Oblivion, NPC's having jobs and homes, daily schedules, and this is all do-able. Similar to Oblivion
I think as far as relationships go the simplest would be a sliding bar for each NPC (represented by a death counter)
100 being "I fucking love you" and 0 being "I'm gonna stab you in the eyes now".

Here's the map, it is very simplistic: the Civillians go to work, home, on a daily cycle, obviously much more sped up than you would want
in the final product. The orders are given at particular times and then the unit is switched back to player 9, this allows it to cycle through however
many of the unit type you have, the orders given can be as simple or complex as you want and you can customize each units daily (or heck weekly) schedule.

I can explain things in further detail as necessary, take a look and tell me what you think.

Attachments:
Example town.scm
Hits: 4 Size: 52.05kb



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