Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Detect half-built sunken colony?
Detect half-built sunken colony?
May 25 2008, 5:41 pm
By: x1101x  

May 25 2008, 5:41 pm x1101x Post #1



Okay so basically i have a game setup where you have a creep colony and can morph it into either a sunken or spore colony for free. Now the build time is set to 1 second meaning that it doesn't complete into morphing into a sunken or spore colony but rather stays that gelatinous mess zerg buildings become while their morphing. As such you could cancel construction at any time and it would become a creep colony again.

What i need is a trigger that detects the presence of a half built sunken or spore colony. For some reason the command unit and bring unit to a location conditions just don't seem to detect it. Tnx.



None.

May 25 2008, 5:49 pm Brontobyte Post #2



Quote from x1101x
Okay so basically i have a game setup where you have a creep colony and can morph it into either a sunken or spore colony for free. Now the build time is set to 1 second meaning that it doesn't complete into morphing into a sunken or spore colony but rather stays that gelatinous mess zerg buildings become while their morphing. As such you could cancel construction at any time and it would become a creep colony again.

What i need is a trigger that detects the presence of a half built sunken or spore colony. For some reason the command unit and bring unit to a location conditions just don't seem to detect it. Tnx.

You don't have to detect the actual creation of either of these units. All you have to do is set the player's in question gas to 3. Then set the Sunken Colony cost to 1 gas, and the Spore Colony cost to 2 gas. Next make a trigger that would look something like this:

Creep Colony -> Sunken Colony
Quote
Current Player
Actions:
Current Player has accumulated exactly 2 gas
switch 1 cleared
Conditions:
set switch 1
Modify current player gas to 3
(Actions you want for selection)
Preserve

Creep Colony -> Spore Colony
Quote
Current Player
Actions:
Current Player has accumulated exactly 1 gas
switch 1 cleared
Conditions:
set switch 1
Modify current player gas to 3
(Actions you want for selection)
Preserve




None.

May 25 2008, 6:05 pm x1101x Post #3



Sorry that won't work, very specific amounts of gas (and mins and custom scores) are already in use in the game. Basically the only variables i have to use are death counts and switches. I've seen it done where the sunken and spore colonies are free (astrogears i think) so i know it can be done.

Post has been edited 1 time(s), last time on May 25 2008, 6:11 pm by x1101x.



None.

May 25 2008, 6:15 pm O)FaRTy1billion[MM] Post #4

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You could place a sunken/spore as far right and up as you can (as long as it is more right than any of the ones you want to test can be), and then center location on a sunken. If it is the top right sunken (you can test with burrowed units or something for another player), then they don't have a sunken.

Edit:
Apparently it doesn't work? It works with bunker defenses... Lemme try a bit more.

Post has been edited 2 time(s), last time on May 25 2008, 6:27 pm by FaRTy1billion.



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May 25 2008, 6:26 pm x1101x Post #5



That didn't work at all. From what I understood i had to place a sunken colony further right than my creep colony that was to become a sunken one right? Then have a location that centers on a sunken colony. I placed a lurker at the one that was further right and used a trigger where if there was no lurker at the location that centers on the sunk then it displayed a message. So either this just doesn't work or i misinterpreted.



None.

May 25 2008, 6:29 pm O)FaRTy1billion[MM] Post #6

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Eh. That was based on a glitch in defense maps I'd seen... It may only work with terran buildings, or when buildings are actually building (rather than morphing.) You'd build (and halt) a bunch of bunkers, and then build a complete one on the right, and the incomplete ones would do stuff.

Yeah, I don't think you can do this with morphing. I just set it to kill stuff on top of a creep colony, and morphing the creep colony doesn't make the stuff move until it is done. It'd work if you were building rather than morphing. :P Minerals'd be your best solution here.



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May 25 2008, 6:35 pm x1101x Post #7



Again I don't have minerals to spare, like literally theres a huge difference between a player have 5 and 8 minerals as well as gas and custom score. Like i said i've seen it done before in astrogears. Tnx anyways.



None.

May 25 2008, 6:38 pm Wormer Post #8



Quote
You could place a sunken/spore as far right and up...
Isn't it as far left and up? tfu, I mean right and bottom!

Stop. You cant detect incomplete (in build process) buildings by command or bring, but SC still centers locations on them. You can have a sunken and a spore somewhere in the right bottom corner and constantly center location on them. When the location is centered on sunken (spore) and player does not bring sunken (spore) to the location then it is in build process.

Edit. You should test if you could detect buildings score.

Post has been edited 3 time(s), last time on May 25 2008, 6:46 pm by Wormer.



Some.

May 25 2008, 6:44 pm O)FaRTy1billion[MM] Post #9

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Quote from Wormer
Quote
You could place a sunken/spore as far right and up...
Isn't it as far left and up?
No. Center Location detects things from as far down and left, to as far up and left, to right.
Like this (but on a much larger scale):
2 4
1 3

Quote from Wormer
Stop. You cant detect incomplete (in build process) buildings by command or bring, but SC still centers locations on them. You can have a sunken and a spore somewhere in the right bottom corner and constantly center location on them. When the location is centered on sunken (spore) and player does not bring sunken (spore) to the location then it is in build process.
That is what I was talking about, but apparently morphing is different from building because it still detects it as a creep colony and only as a creep colony.



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May 25 2008, 6:50 pm Wormer Post #10



Well, I always thought it was from the top left to the right bottom :D
Hmmm... strange... Anyway I know that is do working for protoss buildings. This could not work only for zerg building which morph from the others. I think hatchery will still be detected by center location in build process...



Some.

May 25 2008, 8:14 pm Wormer Post #11



Heh, you can actually detect absence of creep colony during morphing (with bring action) that is how sunken in morph detected in astrogears. And if you look you see that the build time for spore colony is 2 there. It is simply detected being built and then a new creep colony placed on it's place.



Some.

May 25 2008, 9:03 pm NudeRaider Post #12

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

Ehm, I thought we had that covered. sc checks the lowest x coordinate first. If it finds 2 or more units with the same x coordinate it will take the one with the highest unit ID (created last by triggers or in scmdraft - or placed bottom most in staredit & co.).

I used the move location detection in a map recently but I detected for hatches etc. are buildtnot morphed. So I cannot tell if it's detected as a sunken or creep colony, but I trust your testing. However I want to present an alternative way of detection:
Move a small (say 1x1) location onto the building, create a unit there (or create it in a cache and move it) and detect if the unit is there. If not, the building blocked creation/move. If the unit is in the 1x1 location it got created in the center of the large location. In both cases remove the checker unit. This won't be seen ingame.

If you have more than one creep colony you cannot simply test for it's absence. You'd have to use a binary countoff to compare the actual number of creeps with the number of last trigger loop. This will fail when a creep got killed.




May 25 2008, 11:49 pm Falkoner Post #13



The problem I see is that you have such a low build time, hypertriggers are only 8 times a game second, and I think a build time of 1 is faster than that, which may cause glitching, your best chance is to detect mineral loss(I'll explain if you want to know how) to detect how many minerals they have lost and then place based on that.



None.

May 26 2008, 3:19 pm fritfrat Post #14



x1101x, I just tested it, and the same thing that works for terran buildings also applies to zerg buildings. The idea of putting a burrowed lurker under both a sunken and spore in the right top of the map works. When morphing, they can be the target of center view (and kill was my other test to see if it worked). Look at your triggers again, because it should work like this.
Always: center (2x2) on sunken owned by current player at anywhere.
Player 9 brings exactly 0 Zerg Lurker to (2x2): Then do whatever you want to the half-built sunken at (2x2).



None.

May 26 2008, 4:51 pm O)FaRTy1billion[MM] Post #15

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I tried it and the location doesn't ever move off the top right.

Cond:
Always
Act:
Center Location 0 on Sunken Colony
Preserve // Yes, it is preserved.

Cond:
Player 1 brings exactly 0 zergling to Location 0
Act:
Kill 1 building at Location 0
Preserve

Cond:
Always
Act:
Create 1 scourge at Location 0
Kill all Scourge
Preserve

Before I set build time to 1/15, it would kill it once it finished morphing.,

Post has been edited 8 time(s), last time on May 26 2008, 5:12 pm by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

May 26 2008, 6:47 pm DT_Battlekruser Post #16



As far as I know, a morphing Creep Colony is indistinguishable from a normal one through triggers - if you examined the unit ID in the local ID table, it would still point to the Creep colony. The same goes for other Zerg buildings that are morphing into another building. If you have a finite number of creep colonies, you should be able to detect the sprite change with EUD conditions, but if the colonies are being created arbitrarily I don't think it can be done.

In general, buildings in progress with a worker actively building them don't trip the Bring condition, at least I thought so... With Terran it was when you stopped the build midway that you could detect the building.




None.

May 26 2008, 6:51 pm Wormer Post #17



Farty is right.

Quote
x1101x, I just tested it, and the same thing that works for terran buildings also applies to zerg buildings.
Yes it is, exept those which morph from other buildings.

Detecting both the sunken and the spore could not be done except by detecting resource change. I know no map where it is done. In Astrogears it is detecting only the sunken. Spore colony's build time is set to 2 which means it builds as normal building.

What's else?



Some.

May 26 2008, 6:54 pm Wormer Post #18



Quote from DT_Battlekruser
As far as I know, a morphing Creep Colony is indistinguishable from a normal one through triggers
When creep colony is morphing you can detect 0 creep colonies at that locations via bring condition.

Edit. Here is the test map proveing my words.

Attachments:
MorphTest.scx
Hits: 2 Size: 38.82kb



Some.

May 26 2008, 7:00 pm DT_Battlekruser Post #19



That makes sense; I was wondering that since the wireframe changed.



None.

May 26 2008, 7:02 pm Wormer Post #20



Quote from DT_Battlekruser
...the wireframe changed.
What is that? ^^ w-i-r-e-f-r-a-m-e :stfu:



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