vHP
Aug 11 2008, 1:36 am
By: BiOAtK  

Aug 11 2008, 1:36 am BiOAtK Post #1



Is there a way to stop unit slowdown with 10 lings under your unit? (With hypers)



None.

Aug 11 2008, 1:38 am Morphling Post #2



No but you could use 1 ling and when that dies create another one and move to the "hero".When you have ten deaths of the lings kill the "hero" or whatever.



None.

Aug 11 2008, 1:39 am NudeRaider Post #3

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

yes, don't move them every cycle. Just move the vHP lings when your main unit has moved out of a 1x1 pixel location. Or simply every 3rd trigger loop.




Aug 11 2008, 2:11 am Vi3t-X Post #4



Enhanced Map Speed!



None.

Aug 11 2008, 2:14 am BiOAtK Post #5



EMS won't fit in, and the stuff Nude mentioned doesn't help. The things morphling described won't work either, as there are 10 lings for splash, it already uses DCs.



None.

Aug 11 2008, 2:19 am Vi3t-X Post #6



4x4 Tile location centered around hero to detect Splash units. Triggah!



None.

Aug 11 2008, 2:19 am BiOAtK Post #7



What do you mean?



None.

Aug 11 2008, 8:44 am NudeRaider Post #8

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

Why does it not help? I'm positive both methods prevent slowdown.




Aug 11 2008, 2:55 pm BiOAtK Post #9



It may help, but I really want it to be normal speed. I'll try the 3rd trigger loop idea also.



None.

Aug 11 2008, 4:05 pm LegacyWeapon Post #10



Quote from NudeRaider
Just move the vHP lings when your main unit has moved out of a 1x1 pixel location.
To elaborate:
Make a 32x32pixel location (or 1x1 tile). [Nude suggests 1x1 pixel but I think the Zerglings shouldn't have to be DIRECTLY underneath you at all times]
Or 16x16 pixel location if you're a perfectionist.

When the unit leaves this location, move the location back onto him and move the Zerglings as well.

-OR-

Only move the Zerglings underneath when there are enemies nearby.



None.

Aug 11 2008, 4:07 pm NudeRaider Post #11

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

What I suggested doesn't affect speed.

Look, it's really simple. Starcraft, for unknown reasons, makes units "jitter" or however you want to describe it if you constantly move burrowed or air units to them.
Don't ask me why, that's just the way it is. And there's nothing you can do about it as it's a glitch of the engine.

So, what you CAN do is do NOT move them all the time. But thats not what you originally wanted anyway. What you really want is, that the units are always centered under your main unit. A convenient way to ensure this is to move them whenever your main unit has moved a bit. You can detect that using a 1x1 pixel location. Note that I really mean 1 pixel, not the regular 1x1 tile location that is smallest you can do in staredit.

If you have pretty large units, like ultralisks you might want to use inverted locations to detect movement earlier. But I guess that's too advanced for you atm.

The every 3rd trigger loop method is not as efficient, because the move unit action is probably executed way more often than needed, but it will also work.




Aug 11 2008, 4:19 pm Pyro682 Post #12



What you CAN do, however, is make a grid that finds a location a half a square south of the hero, and then move the lings there.

You CAN also use EUDs to detect how much health the unit has, if you find that working with lings is too hard.



None.

Aug 11 2008, 9:23 pm BiOAtK Post #13



Lol, vHP is always much easier than EUDs. I understand it all now, thank you.



None.

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