Vision ranges
Sep 2 2007, 9:46 pm
By: FatalException  

Sep 2 2007, 9:46 pm FatalException Post #1

What're the radii in normal size grid squares of Raynor (Marine)'s and Terran Dropship's vision range? (First question answered.) And if I were to make locations that encompass all of it, would I be better off with just a square, or a vertically larger rectangle and a horizontally larger rectangle centered on the unit? Thanks!

Post has been edited 1 time(s), last time on Sep 2 2007, 10:10 pm by FatalException.


Sep 2 2007, 9:48 pm Falkoner Post #2

I think they are somewhere around 8x8, use a square since their vision is circular.


Sep 2 2007, 9:59 pm FatalException Post #3

Quote from Falkoner
I think they are somewhere around 8x8, use a square since their vision is circular.
An exact number would be nice, and my problem is shown in the following diagram:
The grey-blotched areas are in the actual vision range, the circles represent vision range and the rectangles represent the locations. It's either too little or too much.


Sep 2 2007, 10:07 pm Ultraviolet Post #4

According to datedit Raynor's sight range is 7, while the dropship's sight range is 8.

Sep 2 2007, 10:10 pm Falkoner Post #5

Go with a bit too much, nothing really wrong with it being a tiny bit over.


Sep 2 2007, 10:18 pm FatalException Post #6

Quote from Falkoner
Go with a bit too much, nothing really wrong with it being a tiny bit over.
Well, the problem with that is that I have an ability that spawns a probe, but that probe can't stray too far from Raynor, because it's invincible (and supposed to represent a bomb-guiding laser). I'd use an observer, but it can't build (it's a secret) and it can see too far.


Sep 5 2007, 1:01 pm cheshire_d0g Post #7

You can reduce the observer's vision range by blinding it. This would also require using the same unit being given to|from neutral player, instead of spawning a new one every time. Which would nevertheless still not give the obs abiblity to build anything )


Sep 7 2007, 2:53 am purple100 Post #8

As I recall, Warcraft II's map editor had fields for both unit vision and attack ranges. That's about the only feature of that editor that I miss. There's so many places in Starcraft that the fields would be useful in, and I can't imagine that they would be any hassle to implement in the game engine. Oh well. Starcraft II will probably have the ability to modify vision ranges so that nobody has to come up with these quirky methods to limiting/extending sight.


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[07:16 pm]
Ultraviolet -- Alternatively, you can just use EUDs to modify unit vision range on the fly, creating the potential for a blind effect. Vision range is one of those dynamic variables (not sure if this is actually the correct terminology) that doesn't require a unit to be recreated for it to take effect. It goes into effect immediately for all units of that type and can be changed as often as you like.
[07:15 pm]
Ultraviolet -- I'm not sure about parasite, but for blind, I seem to remember if you place CPU medics on cliffs around, they will blind any enemy units who pass. Might have to be units of a certain value or type, not sure about that detail
[05:34 pm]
Dem0n -- without EUDs, you have to aggravate a Medic/Queen so that it blinds/parasites the unit
[05:34 pm]
Dem0n -- probably with EUDs
[05:30 pm]
RdeRenato -- Is there a way to start with a blinded unit or with a parasite (?)
[05:05 pm]
MTiger156 -- opps, Production is for demos so that makes sense. How is Map Showcase a trap then?
[04:20 pm]
MTiger156 -- Map Production is a trap how? :megathink:
[02:44 pm]
lil-Inferno -- NudeRaider
NudeRaider shouted: NudeRaider business as usual in ums assistance, 1 whopping topic updated each in map production and showcase. It's a surge indeed for SENs standards, but not the one I'm looking for. ;)
cuz no one needs assistance (or gets it in the discord) and map production/showcase threads are traps lmao
[02:00 pm]
Oh_Man -- NudeRaider
NudeRaider shouted: where is the corona mapping surge?
in my pants
[11:28 am]
Rawflesh0615 -- But I really don't understand that part.
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