Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Starport Missile Launcher Prototype
Starport Missile Launcher Prototype
Apr 11 2008, 6:46 am
By: The Starport  

Apr 12 2008, 3:06 pm Falkoner Post #21



I coulda sworn that giving units at all lost their commands, I guess it's only when you give them to Players 1-8..



None.

Apr 13 2008, 1:32 am Demented Shaman Post #22



Quote from Falkoner
I coulda sworn that giving units at all lost their commands, I guess it's only when you give them to Players 1-8..
I think it might have something to do with how soon you give the order and then give the unit away (as in in the same trigger cycle).

I just know that when I was messing around with an unlimited ball version of my Scourgeball map I was dealing with the idea of ordering and then giving.



None.

Apr 13 2008, 5:12 am The Starport Post #23



Has nothing to do with duration between Give Unit and the unit's Order. Giving a unit to P9-12 (and I think P1-8 set to neutral) always retains its movement order. Giving FROM a neutral player back to a human (not sure about a comp) also retains its order.

But you can't, however, give a unit immediately after it spawns, or the rally order itself doesn't get to kick in.



None.

Apr 13 2008, 5:36 am Demented Shaman Post #24



Quote from name:Tuxedo-Templar
Has nothing to do with duration between Give Unit and the unit's Order. Giving a unit to P9-12 (and I think P1-8 set to neutral) always retains its movement order. Giving FROM a neutral player back to a human (not sure about a comp) also retains its order.

But you can't, however, give a unit immediately after it spawns, or the rally order itself doesn't get to kick in.
Well I'm talking from experience with my own map. It was a triggered order and give and the order did matter in my testing.

And for some reason that I haven't figured out yet the unit would not retain its order about one out of a couple dozen times even after fiddling around with many different things.



None.

Apr 13 2008, 3:23 pm Falkoner Post #25



Ah, I was wondering how my map worked with how you Tux was saying it worked, but I just happened to use computer players instead of neutral ones :)



None.

Apr 13 2008, 7:49 pm The Starport Post #26



Hmm. Devilesk I may know what's going on with that. But yeah, it's not that Give Unit ignores orders, it's that it appears the orders aren't getting to "kick in", per say.

What happens with unit orders is they don't always activate immediately. Rather, they're "queued" for the unit to activate at short intervals. Kinda for the same reason that triggers by default only run every two seconds or so, or the fog of war updates only every 3-5 seconds for each unit, etc. A unit may get its orders its just fine, but those end up in its queue. When a Give Unit occurs, that queue gets emptied. That's why they sometimes don't respond.


A solution I'm going to use to try to resolve that is to have a trigger constantly order a unit somewhere on the map, and I'll wrap it with precise locations to detect even a single pixel of movement. When detected, that will indicate when an order has gone through, and then I'll be able to safely use Give Unit to all the other units.

Theoretically.

Post has been edited 1 time(s), last time on Apr 13 2008, 7:57 pm by Tuxedo-Templar.



None.

Apr 13 2008, 10:21 pm HolySin Post #27



Quote from name:Tuxedo-Templar
Hmm. Devilesk I may know what's going on with that. But yeah, it's not that Give Unit ignores orders, it's that it appears the orders aren't getting to "kick in", per say.

What happens with unit orders is they don't always activate immediately. Rather, they're "queued" for the unit to activate at short intervals. Kinda for the same reason that triggers by default only run every two seconds or so, or the fog of war updates only every 3-5 seconds for each unit, etc. A unit may get its orders its just fine, but those end up in its queue. When a Give Unit occurs, that queue gets emptied. That's why they sometimes don't respond.


A solution I'm going to use to try to resolve that is to have a trigger constantly order a unit somewhere on the map, and I'll wrap it with precise locations to detect even a single pixel of movement. When detected, that will indicate when an order has gone through, and then I'll be able to safely use Give Unit to all the other units.

Theoretically.
Quote from name:devilesk
I think it might have something to do with how soon you give the order and then give the unit away (as in in the same trigger cycle).




None.

Apr 13 2008, 10:28 pm Demented Shaman Post #28



The problem I was having seems to be solved in the latest version of the modified Scourgeball map I was making, I'm not entirely sure because I haven't played it in such a long time. And what I was doing at the time to solve the problem working on changing the trigger order and adding delays etc.



None.

Apr 13 2008, 10:50 pm The Starport Post #29



Yeah it's weird. But sync does appear to be the issue, since I did manage to get a constant stream of wraiths to pour out uninterrupted. Though it still every so often hiccups with non-wraith units, but I think that's because of another issue. I should have a new prototype ready in a few hours once I get that squared away.



None.

Apr 14 2008, 6:33 am The Starport Post #30



Hmm. Ok apparently I'm wrong. I got it working now, but I did a test run with the sync features removed, and it still seems to consistently launch. Odd. I wonder what I changed since this morning that suddenly makes it work now...

I knew that theory had to have been way too convenient. :P


Edit: Found something odd. BCs with 1/4 second build time get gummed up when rapidly constructed (don't get to respond to their rally orders before the give, that is). When set to over 1 second build time, the FIRST BC that appears during a rapid sequence gets gummed up.

There's gotta be a pattern to this shit somewhere...

Post has been edited 5 time(s), last time on Apr 14 2008, 8:03 am by Tuxedo-Templar.



None.

Apr 14 2008, 4:06 pm LoveLess Post #31

Let me show you how to hump without making love.

Looking forward to blowing shit the $#@^ up with this map tuxy.



None.

Apr 15 2008, 12:49 am Syphon Post #32



Quote from name:Tuxedo-Templar
Has nothing to do with duration between Give Unit and the unit's Order. Giving a unit to P9-12 (and I think P1-8 set to neutral) always retains its movement order. Giving FROM a neutral player back to a human (not sure about a comp) also retains its order.

But you can't, however, give a unit immediately after it spawns, or the rally order itself doesn't get to kick in.

As demonstrated by a player leaving mid-melee game...



None.

Apr 15 2008, 1:14 am The Starport Post #33



Actually I appear to be wrong on that too. For currently I've set my triggers to do just that, and it appears to work under some conditions.

The BC issue is one in particular. Also, the first Wraith or Valk you build stays still, too, but all subsequent ones fly off just fine. Dropships and Science Vessels give me no problems at all.


Fuck this. I'm just gonna make the stupid map and stop trying to figure it all out. I'm not being paid by Blizzard to debug their games. :P



None.

Apr 15 2008, 6:24 am The Starport Post #34



Finally. Prototype 2. Complete with spiffy sound effects, text triggers, and other crap. I just went ahead and added a few layers of failsafes. BCs might occasionally hiccup, but it should be smooth enough to make a map with now.


I'm working on the map for it now. I've decided to do something... interesting with it, though. ;)

Post has been edited 1 time(s), last time on Apr 15 2008, 6:33 am by Tuxedo-Templar.



None.

Apr 15 2008, 6:56 pm Wormer Post #35



It's fine idea :D

Quote
Has nothing to do with duration between Give Unit and the unit's Order. Giving a unit to P9-12 (and I think P1-8 set to neutral) always retains its movement order. Giving FROM a neutral player back to a human (not sure about a comp) also retains its order.

But you can't, however, give a unit immediately after it spawns, or the rally order itself doesn't get to kick in.
Giving units from human to human also retains movement orders (or at least rally point order)... That is checked.

I just wanted to ask what would happen when two missles get on on top of each other and one of them stops the movement. Is there a chance that wrong missle (which still in motion) will be removed?



Some.

Apr 15 2008, 7:06 pm Twitch Post #36



Sweet Idea tuxlar now I can finally mess around with it that is with your permission :).



None.

Apr 15 2008, 7:42 pm The Starport Post #37



Quote from Wormer
I just wanted to ask what would happen when two missles get on on top of each other and one of them stops the movement. Is there a chance that wrong missle (which still in motion) will be removed?
Shouldn't be. Missiles are checked off one by one. There IS a chance that a missile following directly behind another at just the right distance (would have to be pretty precise) could get tripped on the burrowed marker left behind by the one in front.

Quote from Twitch
Sweet Idea tuxlar now I can finally mess around with it that is with your permission :).
Of course.



None.

Apr 15 2008, 8:05 pm Twitch Post #38



I justed tested the map with ordinary and we both fell out of our chairs it was so fun :).I love the sounds aswell.
Although the dropship bugged up after awhile <.<.



None.

Apr 15 2008, 8:12 pm The Starport Post #39



Dropships are mines. They don't have movement detection.



None.

Apr 16 2008, 11:27 pm Twitch Post #40



Quote from name:Tuxedo-Templar
Dropships are mines. They don't have movement detection.
That would explain it I guess >.>.
I just tried coping this and I failed BIG TIME lol.
I am going to try again but, in a smaller way.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[05:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[03:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
Please log in to shout.


Members Online: Roy, RIVE