[SOLVED] Limited Vision, Consistent & Constricting
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:awesome:
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Move the unit that needs to be blinded near an enemy medic. Make sure the medic has optical flare researched and that the unit you are trying to blind has at least 81(?) hp (I think). Aggravate the medic (attack it with an enemy DT or something) and it should blind your unit.
I'm pretty sure that's how you do it, unless I missed a few minor details. ;o ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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An artist's depiction of an Extended Unit Death
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Move unit and create unit have the exact same affect on movement behavior. Creating/removing a unit on top of the unit will slow it down just like moving/moving away will.
The unit is offset on move in the same manner as create, with the exception of burrowed units. The advantage to moving a unit is that you won't get any warning messages if the unit cannot be placed/moved (which isn't a problem in your map anyway, so it's a moot point here). The disadvantage is that it has a physical presence on the map, and using it as a vision system means that it will always be revealing wherever the MoveBack area is. Therefore, creating would be the best option. Keep in mind if you have a trigger that just creates/removes (or moves/moves back, for that matter), your vision is still going to cut out briefly every four seconds or so, so I hope your players will enjoy re-selecting everything over and over again. There's some complicated method of figuring out which cycle refreshes vision, but if you want to go that path, it means you'll have to leave the unit there for at least one trigger cycle (meaning players will be seeing it blink in and out about every four seconds). Personally, I'd just go with blinding the unit. Much easier, cleaner, etc. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
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お や す み
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So I dis a lot of testing on this subject. It seems that vision is updated every 100 frames barring optical flare resetting the counter. If you give a cloaked unit to the player at frame 100 and take it away the next trigger cycle you can essential y make a custom vision. I'm on vacation and this iz hard to type on my phone. Check the wiki for vision or search for my posts about the subject. I have an example map somewhere.
![]() ![]() ![]() ![]() ![]() ![]() This is a great wallpaper to use if you want to go into an epileptic fit every time you sit down in front of your laptop, which I guess is a better option than watching Naruto.
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I don't know what to write yet :/
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It may also be worthy to note that you can constantly create a map revealer on top of the marine, then remove all map revealers for that player, within one trigger cycle, in order to provide vision without slowing it down. Also, with this way, you can create vision for the player in any other spots you may wish.
Edit: although kaias' idea is best if you want the marine to only have true marine-standpoint vision ![]() ![]() ![]() ![]() ![]() ![]() ------------------Leeroy_Jenkin's Maps:
★★★★★ Middle of the Ocean RPG------★★★★★ Escape Hell RPG----- ★★★★★ Middle of the Ocean 2 RPG----★★★★★ 2-D Mario DEMO----- ★★★★★ Middle of the Ocean 3 RPG----★★★★★ Rescue Team RPG----- ★★★★★ NHL 2013 vBETA---------------★★★★★ The Saddest Map on SC ---------------------------------------------------------------------------------------- |
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Skin to bone, steel to rust, ash to ashes, dust to dust.
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I wasn't aware that you could create map revealers >.>
![]() ![]() ![]() ![]() ![]() ![]() Red classic. I have mostly left SEN except for the Temple Siege 2 forum (hidden to most of you). I am available via PM still, and Skype as JackRCDF. If it is important to you, you will find a way. Otherwise, you will find an excuse. -Unknown Magnificent! Perhaps you shouldn't be on SEN as much, too... Better than the iPad! |
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An artist's depiction of an Extended Unit Death
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Just a slight correction, but removing Map Revealers from the "Anywhere" location won't work. You have to use "Remove Unit" (which removes all units of that type for the player) rather than "Remove Unit At Location." So no, you can't use the "left-most" trick, as you call it.
Also, the constant create/remove for a Map Revealer would still have the same issue I mentioned earlier; you'd still need a more complicated implementation (as rockz was saying). ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
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お や す み
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Well my way is pretty simple and imo very elegant. I think the link is www.staredit.net/starcraft/vision. @
![]() ![]() ![]() ![]() ![]() ![]() This is a great wallpaper to use if you want to go into an epileptic fit every time you sit down in front of your laptop, which I guess is a better option than watching Naruto.
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Relax.
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The parasite and create-unit methods are working well for revealing vision without interrupting the marine's selection.
However, the observer's selection is still a bit troubling... IF: I force the observer to stay within the vision circle (staying a fixed distance above the marine) THEN: whenever the observer gets moved behind high ground he gets deselected IF: I force the observer to stay outside of the vision circle (" " " ") THEN: whenever the marine moves down and vision lingers where the marine was, the observer gets deselected So if I wanted to only update the observers' position every 49 cycles when moving down to prevent deselection, Navi (the targeting observer) would lose some accuracy (since I have coordinates I can still update the observers X position at any time, regardless, the loss in y position would take it's toll). In addition I would have to worry about allies vision revealing Navi, causing deselection, which in itself, probably inflicts the death wound on every method except blind (revealing an area exclusively for one player would require one computer per human player, putting lame limits on human players allowed) - which if I cloak marines from other forces and put circular limits on firing range, wouldn't be so bad a solution after all. I'll still consider using air units (shifted away so as not to slow the marine, ofc) and rockz's method for revealing the area while keeping Navi inside the vision circle, but my choice will ultimately depend on how I develop any maps using these systems. Thanks all! ~lockable |