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.



None.

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



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



None.

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.



None.

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.



None.

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.



None.

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 )



None.

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.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[04:42 am]
RdeRenato -- aaaaaa
[03:37 am]
KrayZee -- Sort of
[01:51 am]
KrayZee -- Finally Twitter is enforcing their policies...
[08:08 pm]
NudeRaider -- entitlement
[06:20 pm]
Zoan -- bah I visit again after like 3 months and all I get is a 0 box? screw this, see you all next year
[2020-5-25. : 4:12 pm]
lil-Inferno -- ya
[2020-5-25. : 5:32 am]
Ultraviolet -- :teach: *
[2020-5-25. : 5:32 am]
Ultraviolet -- lil-Inferno
lil-Inferno shouted: ya, if the person I found is actually him lmao
creep :prof:
[2020-5-24. : 10:31 pm]
lil-Inferno -- ya, if the person I found is actually him lmao
[2020-5-24. : 5:06 pm]
Voyager7456 -- lil-Inferno
lil-Inferno shouted: youarenotworthy Are you thinking of Tuxlar? I don't remember anyone else who ever made map trailers
isn't he literally a professor now too?
Please log in to shout.


Members Online: Roy, tango, jun3hong, IlyaSnopchenko