Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Kind of random question
Kind of random question
Jun 17 2008, 9:12 am
By: Ultraviolet  

Jun 17 2008, 9:12 am Ultraviolet Post #1



Let's say you have some rectangular high terrain and low terrain right next to each other like this:

HL
LH

How would a building or a large unit such as an ultralisk be affected by this in regards to chance to be hit. When on high terrain units only have a 70% chance (IIRC) of being hit, but I have no idea how terrain like that would affect that. Could you possibly change to chance to hit to 85% like that, or would it work differently?





Jun 17 2008, 9:41 am Ultraviolet Post #2



Quote from Zombie-HeaD-SHoT
WOA WOA NERDY TERDY

I don't think its gonna matter.. I believe you need indexed tiles for that affect

Huh? How do you think it would affect it then? Say a cannon was sitting on top of the high and low terrain grid, how often would it get hit?




Jun 17 2008, 11:11 am Ahli Post #3

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

For the photon cannon it depends on the right lower tile (I just tested it.).
For a Bunker it depends on the south tile in the middle.

x = high terrain
0 = low terrain

the building is un high ground, when...
photon cannon:
00
0X
bunker:
000
0X0
factory:
0000
00X0
0000
psi disruptor:
00000
00X00
00000
refinery:
0000
00X0
xel naga temple:
00000
00000
00X00
00000
protoss temple:
0000000
000X000

Post has been edited 3 time(s), last time on Jun 17 2008, 11:42 am by Ahli.




Jun 17 2008, 11:25 am Clokr_ Post #4



SC probably calculates the middle point of the unit and checks the tile that's under it to know what elevation the unit is steping on.



?????

Jun 17 2008, 12:36 pm Ultraviolet Post #5



Quote from Ahli
For the photon cannon it depends on the right lower tile (I just tested it.).
For a Bunker it depends on the south tile in the middle.

Results blah

Quote from Clokr_
SC probably calculates the middle point of the unit and checks the tile that's under it to know what elevation the unit is steping on.

Yeah, it seems to based on his finds. And when the center is in between tiles, as with buildings it will go down and right. :D Cool, thanks Ahli.




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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 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
[2024-5-06. : 5:01 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
[2024-5-06. : 3:04 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
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