Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Could one do this with EUDs?
Could one do this with EUDs?
Apr 5 2010, 12:41 am
By: Jesusfreak  

Apr 5 2010, 12:41 am Jesusfreak Post #1



Quote
** Set Invincibility wont desync by itself, but if you target a unit that was effected by the action then it will desync.
- the tutorial/wiki page on EUDs, emphasis added

So I was thinking... what if a computer player targetted the unit, instead of the player? Could you have an EUD disable invincibility of a unit in some far-off location, which is then automatically killed by a nearby computer-controlled unit, and have the death of that unit trigger something?

Bah, no, if this were possible, someone would have alread tried it...

Is it a good idea, or am I just being looney again?



None.

Apr 5 2010, 12:53 am poison_us Post #2

Back* from the grave

Most likely, because the value would be true for one player, but not the rest, it will still desync.

Starcraft runs like so: many things in starcraft are shared with every other player in your game. For example, if I select a particular unit, all starcraft consoles can detect this. Some things, such as text (either via whispers, chat, or B.net actions like "/time"), are not shared, aka local. Things that are local can only be detected by the computer that it is "true" for. If I had a trigger run off of a player receiving a message, the trigger would only run for the player that received it. Because starcraft cannot cope with two different versions of triggers (aka true/false) once it effects gameplay, a desync will occur.

What the Wiki probably means is that setting invincibility off of a non-shared EUD (second group), then it will not crash UNTIL someone or something tries to do damage to it. This most likely includes computer damage, because one version of SC will read the damage as being done, while another might not because it's invincible for that player. The reason why it doesn't immediately crash, or crash upon looking at the unit, is most likely because the UI is client-sided, and the information of one person's UI can never be transferred to another.

TL;DR: Most likely not a viable option.


Post has been edited 1 time(s), last time on Apr 5 2010, 12:59 am by poison_us.




Apr 5 2010, 12:58 am Jesusfreak Post #3



Ah... that reminds me of my other idea:

What if, in an RPG, part of the game required ALL of the players to press a certain button combination?

For example, let's say that one of the players finds a time machine or something. The player presses some random buttons on the machine (by typing in keys), and receives a message telling him that something will happen if he can get everyone else to press those same buttons. Once everyone else presses the same button sequence... er... something happens. Dunno what yet :bleh: .

Would that work?



None.

Apr 5 2010, 1:03 am poison_us Post #4

Back* from the grave

If the computers do not read the keypress as occurring during the exact same trigger loop, then no, it'll cause a desync. Fortunately, much as you can speed up the rate of trigger processing via hypertriggers, you can also slow down the rate of trigger processing in almost the exact same manner. Rather than having 3 triggers of 62/63 wait(0)s, increase the duration of the waits.

Basically, what you could do is have a condition that turns off hypertriggers, but at the same time turns on the hypotriggers (new name?), and then that will give the players much more time to hit the key combination. If nothing else that needs the hypertriggers is occuring, than it's a possible option. I'll edit this post with a link, I can't remember who found this.

EDIT: Falkoner has a website, and on it I found this gadget that calculates the number of triggers run with hypertriggers of variable lengths. Remember that there are ~11.904 triggers run per real-time second on fastest with wait(0) hypertriggers. Since there are 8 in-game triggers per second, then multiply whatever number of in-game triggers per second by 1.488 to get the number of triggers per real-time second.

EDIT2: Also, you're going to have to download that html file, for whatever reason.


Post has been edited 2 time(s), last time on Apr 5 2010, 1:30 am by poison_us.




Apr 5 2010, 3:34 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

The computer will attack the invincible unit on other copies of SC which will cause a desync.

If you use DCS/switches, then it won't desync, so long as the trigger runs only when everyone has finished typing in the code.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[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
[2024-5-04. : 1:05 am]
Vrael -- that's better
[2024-5-04. : 12:39 am]
NudeRaider -- can confirm, Vrael is a total madman
[2024-5-03. : 10:18 pm]
Vrael -- who says I'm not a total madman?
[2024-5-03. : 2:26 pm]
UndeadStar -- Vrael, since the ad messages get removed, you look like a total madman for someone that come late
[2024-5-02. : 1:19 pm]
Vrael -- IM GONNA MANUFACTURE SOME SPORTBALL EQUIPMENT WHERE THE SUN DONT SHINE BOY
[2024-5-02. : 1:35 am]
Ultraviolet -- Vrael
Vrael shouted: NEED SOME SPORTBALL> WE GOT YOUR SPORTBALL EQUIPMENT MANUFACTURING
Gonna put deez sportballs in your mouth
[2024-5-01. : 1:24 pm]
Vrael -- NEED SOME SPORTBALL> WE GOT YOUR SPORTBALL EQUIPMENT MANUFACTURING
[2024-4-30. : 5:08 pm]
Oh_Man -- https://youtu.be/lGxUOgfmUCQ
Please log in to shout.


Members Online: C(a)HeK