Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: detect units at location
detect units at location
Jul 1 2010, 7:42 am
By: okeee  

Jul 1 2010, 7:42 am okeee Post #1



There is a small location that cant be enlarged. Any air unit that flies over it should be transferred to another location, units should immediately be detected and not allowed to fly beyond the location. So the fast air units should be detected as well. What are the best methods to do this?



None.

Jul 1 2010, 8:38 am NudeRaider Post #2

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

Hyper triggers.




Jul 1 2010, 12:34 pm okeee Post #3



Any other methods? Because it interferes with other triggers..



None.

Jul 1 2010, 1:01 pm Aristocrat Post #4



Quote from okeee
Any other methods? Because it interferes with other triggers..

wut

Hyper triggers should ALWAYS be used. In any map. They interfere with nothing, unless you used waits prolifically, which is bad anyways.

Rewrite your map to use death counter timers in a way that is hyper-trigger friendly.



None.

Jul 1 2010, 2:32 pm okeee Post #5



I can't do that anymore, way too much triggers. So if there are any other good methods, it would be great.



None.

Jul 1 2010, 2:38 pm Azrael Post #6



You either need to enlarge the location, or use hyper triggers, or remove the air units that move too fast.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:05 pm by DevliN. Reason: Mineral abuse.




Jul 1 2010, 4:49 pm NudeRaider Post #7

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

No excuses, use hyper triggers.
Keep in mind to avoid wait blocks there's 2 methods:
- Put hypers at the bottom of the trigger list for All Players. This will disable the hypers when each player is running a wait the same time.
- Give the hypers to a single computer player which has no waits




May 9 2011, 11:50 am okeee Post #8



Quote from NudeRaider
No excuses, use hyper triggers.
Keep in mind to avoid wait blocks there's 2 methods:
- Give the hypers to a single computer player which has no waits

I want to use this, i checked for hyper triggers in tutorials, but I saw various amount of "Wait 0 milliseconds." that were used. so but how many of these do I exactly need? and the hyper trigger itself also needs to be copied multiple times, how many times?



None.

May 9 2011, 1:35 pm rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

Hyper triggers consist of the maximum amount of wait 0 you can put in a trigger, and copy it two more times. This makes the "delay" between triggers happen only once every 15 hours.

So 62-63 waits with a preserve trigger and/or a comment, copied until you have 3 of them (4 of them makes the delay happen only once every few days, much longer than any SC game ever lasts). Put them last in your trigger list so that they won't disrupt other waits you have, though you shouldn't be using any waits other than hyper triggers.



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

May 9 2011, 2:40 pm okeee Post #10



Quote from rockz
Put them last in your trigger list so that they won't disrupt other waits you have, though you shouldn't be using any waits other than hyper triggers.
I already used them, and its too much work too change it. but i seperated them over the players, and i'll put the hyper triggers at another player, on the bottom the trigger list of that player. then it should be ok right?



None.

May 9 2011, 3:15 pm Moose Post #11

We live in a society.

Alternatively, you can use the method for Switch Hypers if you can spare players to run them:

Code
Trigger("Player 8"){
Conditions:
    Always();

Actions:
    Wait(0);
    Set Switch("Switch1", set);
    Wait(0);
    Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 7"){
Conditions:
    Switch("Switch1", set);

Actions:
    Set Switch("Switch1", clear);
    Wait(0);
    Preserve Trigger();
}

//-----------------------------------------------------------------//

You aren't forced to use Player 8 and Player 7, the first trigger just has to belong to a higher numbered player than the first. Also, you can use any switch.




May 9 2011, 3:22 pm Sacrieur Post #12

Still Napping

Quote from Mini Moose 2707
Alternatively, you can use the method for Switch Hypers if you can spare players to run them:

Collapsable Box

You aren't forced to use Player 8 and Player 7, the first trigger just has to belong to a higher numbered player than the first. Also, you can use any switch.

This is the best method, because of it's simplicity and does away with NEO.
---

HTs are fundamental for every single map. Waits are outdated for every single purpose. Death counts are more accurate and powerful to use within the HT system for timing.



None.

May 9 2011, 4:19 pm Wormer Post #13



Quote from Sacrieur
Quote from Mini Moose 2707
Alternatively, you can use the method for Switch Hypers if you can spare players to run them:

Collapsable Box

You aren't forced to use Player 8 and Player 7, the first trigger just has to belong to a higher numbered player than the first. Also, you can use any switch.

This is the best method, because of it's simplicity and does away with NEO.
---

HTs are fundamental for every single map. Waits are outdated for every single purpose. Death counts are more accurate and powerful to use within the HT system for timing.
You say simplicity? Duh... It's the worse method because it requires 2 players instead of 1 and who cares it will run forever or the eternity?.. I am also a perfectionist, but life teaches to be practical.



Some.

May 9 2011, 4:29 pm Sacrieur Post #14

Still Napping

Quote from Wormer
Quote from Sacrieur
Quote from Mini Moose 2707
Alternatively, you can use the method for Switch Hypers if you can spare players to run them:

Collapsable Box
Code
Trigger("Player 8"){
Conditions:
    Always();

Actions:
    Wait(0);
    Set Switch("Switch1", set);
    Wait(0);
    Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 7"){
Conditions:
    Switch("Switch1", set);

Actions:
    Set Switch("Switch1", clear);
    Wait(0);
    Preserve Trigger();
}

//-----------------------------------------------------------------//

You aren't forced to use Player 8 and Player 7, the first trigger just has to belong to a higher numbered player than the first. Also, you can use any switch.

This is the best method, because of it's simplicity and does away with NEO.
---

HTs are fundamental for every single map. Waits are outdated for every single purpose. Death counts are more accurate and powerful to use within the HT system for timing.
You say simplicity? Duh... It's the worse method because it requires 2 players instead of 1 and who cares it will run forever or the eternity?.. I am also a perfectionist, but life teaches to be practical.

Technically running HTs for "All Players" uses all 8. And I don't see how using two makes a difference.



None.

May 9 2011, 4:50 pm FoxWolf1 Post #15



Quote from Sacrieur
HTs are fundamental for every single map.

Except for some kinds of simple maps, like massing games, where having hyper triggers don't add anything but force you to add timing systems for unit spawning and ordering that would be unnecessary without them. And some kinds of complex maps, where hyper triggers have had to be slowed or removed entirely due to lag issues. And older maps, where the gameplay has been calibrated with natural-speed triggers in mind, and switching over to hyper triggers would significantly increase your workload without sufficient benefit to justify the extra time expenditure.

Quote from Sacrieur
Waits are outdated for every single purpose.

Except in situations when wait blocks can be avoided and wait triggers are simpler and/or faster to create than equivalent death count triggers: for instance, if you have a single complex sequence of events to manage, or if the map is simple enough that the disadvantages of waits just never become an issue. And situations where the map has been designed to incorporate wait blocks into the gameplay in order to have a simple yet robust system for "combo" attacks and/or preventing things from happening at the same time, depending on how the system is designed (many Korean maps are built this way). And situation where you're working on a map that was designed with waits in mind and there isn't a benefit to be had by switching to alternative timing to balance out the time expenditure of changing over all the systems.

I've said as much before on previous threads about waits, but since the issue keeps coming up, I'll say it again: dogmatic use of "better" systems is not constructive in any way. There are many ways of doing things in map-making that are usually preferable, but very few that are always preferable.




None.

May 9 2011, 4:55 pm NudeRaider Post #16

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

I fully support FoxWolf1 on that matter. I was just too lazy to address it. :P




May 10 2011, 5:27 pm okeee Post #17



ok i made the hyper triggers, and copied it so i had 5 of them, but some of the units still were too fast to be detected. so what else can i do?



None.

May 10 2011, 5:36 pm rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

How large is the location?



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

May 10 2011, 5:37 pm okeee Post #19



about 4 x 4. I cant enlarge it.

also, what is the fastest air unit?



None.

May 10 2011, 5:39 pm rockz Post #20

ᴄʜᴇᴇsᴇ ɪᴛ!

4x4 pixels is pretty small but still should be small enough.

Interceptors are the fastest air unit, with muta/scourge/wraith/etc... being second. Scourges are probably the ones to test, as they are the smallest.

I think you're encountering wait blocks because you're using waits elsewhere.



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

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