Vision problems
Jan 3 2008, 11:51 am
By: shadow.wraith  

Jan 3 2008, 11:51 am shadow.wraith Post #1



My triggers move a civilion next to your main unit and back every 6Trigger loops(hyper triggers running) the blind unit thus gets a normal units sight range wile the triggers are running. all is fine exept, there is a breef second at wich the blind units vision can be seen only and then normal vision is back. kind of a single blink every 5 - 7 seconds (give or take). what causes this? and is there a way to make the problem go away?



None.

Jan 3 2008, 3:25 pm KupoNut Post #2



Is your blinded unit switched all the time with your normal unit? If so then thats the problem i think.

if anything, please be more specific...



None.

Jan 3 2008, 4:34 pm who Post #3



No it moves a civilian next to your unit and back to a holding location every 6 seconds, so you get the civilian's sight range. The problem is that every once in a while the vision "flickers" to the blind unit's vision range.
http://www.maplantis.org/index.php?pg=wiki;id=6
If you use the classic hypers (wait 0's duplicated), then you may have an NEO (Next Ending Occurence) where the hyper triggers stop working for a second or two, which may cause the vision blink.
You could use the DC hypers, which work with 2 players. (preferably computers)



None.

Jan 3 2008, 7:37 pm NudeRaider Post #4

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

I don't think that is the problem, someone. If you use 3 sets of hypers with 62 wait(0)'s each the NEO is every 5.8hrs.

I think the problem arises because vision is updated every 2s or so. You can notice that if you move a fast unit your field of view is not a circle but a (larger) ellipse.

That means you move the civ back, then after 4 trigger loops comes the update and the field of view left behind by the civ vanishes for 2 trigger loops until the civ is teleported again.

Try reducing the time between the teleports to minimize that effect or center a burrowed unit under the main unit to get rid of the problem completely.




Jan 3 2008, 7:54 pm who Post #5



That's what I was thinking at first, but then for some reason I thought vision lasted for 6s before disappearing.
I think it would be better if you used a burrowed unit, because if the area got crowded, the civ might not be moved at all, or the vision field would be off center. Just don't move it too quickly, or the main unit will get slowed down.



None.

Jan 3 2008, 8:25 pm shadow.wraith Post #6



ah, there's no worries about the area getting crouded because of the map setup. but are u saying i should reduce the time between the

(Move civ from A to B)

and

(Move civ from B to A)?

and are you sujesting that i do the same with a burrowed unit? only problem is that with a burrowed unit. if it is centred fastenough it casues the blind unit to move slower. and i juts dont like see a burrowed unit as i walk away. Please show me a set up as i'm having a brain fart.

oh and what are the facts behind the same setup but with an ob. i'm useing the ob as a 2nd trigger setup to give detector vision. however.. 6 burrowed lings right next to each other might be detected not all at once but in random paterens and in random detection times. (they dont stay detected for long and might flicker off and back on) Patteren is alwasy different.



None.

Jan 3 2008, 9:15 pm who Post #7



No, keep that wait time very short, but have the delay for the whole process to begin again become shorter, so the vision doesn't flicker.
For the ob, i think it would be best if you had an invincible shared vision obs follow the main unit for the time detection vision is on, if the other process you have been using does not work.



None.

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