Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: detecting upgrades
detecting upgrades
Oct 8 2008, 5:50 am
By: UnknownEnemyZero  

Oct 8 2008, 5:50 am UnknownEnemyZero Post #1



Are there any methods in trying to detect upgrades WITHOUT using counters like gas, minerals, scoreboard points. The player independently upgrades at his own pace. Is there anyway to detect the upgrades to at least 3 weapon / 3 armor on a UMS map?

I was thinking for weapons you could place a building and a unit owned by the player in an isolated part of the map, then set the points of the building to die in 1 hit if the attacking unit has +1. You would keep the building alive with set hp to 100%, preserve trigger, and hyper triggers.



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Oct 8 2008, 6:02 am Madroc Post #2



Your way would work fine.

Have you looked into binary countdowns? That's what me and Tazz are using in our map to detect upgrades.



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Oct 8 2008, 10:36 am Devourer Post #3

Hello

a normal trigger condition to detect upgrades does not exist :(
i hope its a feature in SC2 :)



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Oct 8 2008, 11:08 am Darkmapper Post #4



Its a nice idea :) but when you can have 255Upg then you have to trigger that always comes the next building.
for 255upg it would take a while...



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Oct 8 2008, 11:30 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

EUDs might detect it. I couldn't find it in the DB, but I think it's there, and shared.

Alternatively, you can detect a change in minerals using madroc's binary countoffs. This way is completely trigger done, and instant.



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

Oct 8 2008, 4:53 pm Biophysicist Post #6



Quote from UnknownEnemyZero
I was thinking for weapons you could place a building and a unit owned by the player in an isolated part of the map, then set the points of the building to die in 1 hit if the attacking unit has +1. You would keep the building alive with set hp to 100%, preserve trigger, and hyper triggers.

If you instead set it so that the building has 100 HP and no armor, and used a unit with an Attack of 0 and a Bonus of 1, then you can detect up to 100 upgrades. Set the building to 1% HP at the beginning of the map (Don't use a Terran building, obviously...) and use a preserved hyper trigger to constantly set the HP to 1%. If it dies, then create a new one but at 2% HP and keep it at 2%, etc.

Example Triggers




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Oct 8 2008, 6:27 pm lil-Inferno Post #7

Just here for the pie

You could make it so that every time the building is destroyed (And, therefore, the player upgraded) it will have one more health point constantly set. It would have 100 health.




Oct 8 2008, 6:53 pm Biophysicist Post #8



That's EXACTLY what I just said. Although I suppose I didn't explain myself very well...



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Oct 8 2008, 7:30 pm lil-Inferno Post #9

Just here for the pie

Quote from name:TassadarZeratul
That's EXACTLY what I just said. Although I suppose I didn't explain myself very well...
I always make sure to not read all of the posts before I post ^^ .




Oct 8 2008, 7:45 pm Biophysicist Post #10



Seriously, is it like you don't bother to read the other posts before you post?

(That was supposed to be funny, if it wasn't, ignore it.)

I also had an idea to detect armor upgrades. Create a unit (that can have its armor upgraded) and another (computer-controlled) unit attacking it. Set the "player controlled" unit to have 255 HP and no starting armor, and the comp unit to have 255 attack and 0 bonus. If the comp unit can one-hit kill the player's unit, the player has not upgraded his armor. If it survives for more than one attack, however, you know the player has upgraded armor. If the player has upgraded armor, remove the unit and create one with one fewer HP. The only problem I can see are that setting the units HP down by one is going to be tough. You will need to use more than one unit type and some math. Also, make sure that you take explosive/concussive damage into consideration. (Stating the overly obvious, right?) I'll have some example triggers up once I finish some stuff for madroc.

(Can someone make sure I didn't make a stupid mistake or something?)

EDIT: Madroc, do you think we should implement an upgrade detection system like this in Build-A-Ship Workshop? (Not just for armor, for both weapons and armor. Shields to, if we can manage it.)



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Oct 9 2008, 2:36 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

I really think having someone constantly attacked or attacking is going to be annoying.



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

Oct 9 2008, 3:21 am Madroc Post #12



Quote from name:TassadarZeratul
Seriously, is it like you don't bother to read the other posts before you post?

(That was supposed to be funny, if it wasn't, ignore it.)

I also had an idea to detect armor upgrades. Create a unit (that can have its armor upgraded) and another (computer-controlled) unit attacking it. Set the "player controlled" unit to have 255 HP and no starting armor, and the comp unit to have 255 attack and 0 bonus. If the comp unit can one-hit kill the player's unit, the player has not upgraded his armor. If it survives for more than one attack, however, you know the player has upgraded armor. If the player has upgraded armor, remove the unit and create one with one fewer HP. The only problem I can see are that setting the units HP down by one is going to be tough. You will need to use more than one unit type and some math. Also, make sure that you take explosive/concussive damage into consideration. (Stating the overly obvious, right?) I'll have some example triggers up once I finish some stuff for madroc.

(Can someone make sure I didn't make a stupid mistake or something?)

EDIT: Madroc, do you think we should implement an upgrade detection system like this in Build-A-Ship Workshop? (Not just for armor, for both weapons and armor. Shields to, if we can manage it.)

Hmm... I think like Rockz said, it would be kind of annoying and also it would take up some map space. I already put in all the triggers for the mineral loss, so mise do that.

Great idea though! :D

PS - with your armor idea, couldn't you simply make the building's HP go down by 1% every time the person upgrades armor? That way you would only have to have one unit for detection.



None.

Oct 9 2008, 2:39 pm Biophysicist Post #13



Quote from Madroc
PS - with your armor idea, couldn't you simply make the building's HP go down by 1% every time the person upgrades armor? That way you would only have to have one unit for detection.

Yes, but then you can only detect the first 100 upgrade levels. I suppose that that would probably be enough though...



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Oct 9 2008, 4:19 pm rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

When you get to 100%, use a new building, sheesh.

Seriously, though, I rarely say this, but EUDs would be easier and more accurate.



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

Oct 9 2008, 6:44 pm Zhuinden Post #15



I like the unit-usage for checking the upgrade. It works out nicely, imho.



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Oct 19 2008, 4:25 pm Devourer Post #16

Hello

Quote from UnknownEnemyZero
Are there any methods in trying to detect upgrades WITHOUT using counters like gas, minerals, scoreboard points. The player independently upgrades at his own pace. Is there anyway to detect the upgrades to at least 3 weapon / 3 armor on a UMS map?


i just tought about this:

so... detect dmg upg lvl1
place 1 rine [or any unit (just a unit which uses that upg)] and 1 enemy's unit
the rine makes 6 dmg [bonus 1] so set the enemy's units to 7 HP and 0 Armor...
one trigger should be, that the eneme's units is always set to 100% [with hyper triggers]
now, when the dmg-upgrade is done, the enemy's unit will die [6+7=7 7-7=0] now spawn the next unit... with 8 HP and 0 Armor.... same like above :)

armor is more difficult and also annoying... just swap the players.... so you get shooted, and ALWAYS get killed, till you made a upg and you didnt died by the first shoot. btw: a reaver would be a great attacker because you can detect scarabs, which means you can detetct how often the rvr has shoot.... when your unit survived one shot, you will get a weaker unit, which requires 2 shots when you have armor lvl2....
the annoying thing: you always will get msg: WE ARE UNDAR ATTACK!!.... that... sucks^^


this system is hard, because you reuire many units if you want upg's up to 255....
but i think that's the onliest way without EUD....

(if that system already has posted above; i didn't read ^^)

hope that helps :)



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Oct 19 2008, 4:30 pm O)FaRTy1billion[MM] Post #17

👻 👾 👽 💪

Quote from rockz
EUDs might detect it. I couldn't find it in the DB, but I think it's there, and shared.

Alternatively, you can detect a change in minerals using madroc's binary countoffs. This way is completely trigger done, and instant.
It's very much there and shared.
Quote
0058CE0C 1.15.2 Win SC Techs Available (0-23) 1 288 24 entries per player, one for each tech.
0058CF2C 1.15.2 Win SC Techs Researched (0-23) 1 288 24 entries per player, one for each tech.
0058D070 1.15.2 Win SC Upgrades Max (0-45) 1 552 46 entries per player, one for each upgrade.
0058D298 1.15.2 Win SC Upgrades Researched (0-45) 1 552 46 entries per player, one for each upgrade.
0058F038 1.15.2 Win BW Techs Available (24-43) 1 240 20 entries per player, one for each tech.
0058F038 1.15.2 Win BW Techs Researched (24-43) 1 240 20 entries per player, one for each tech.
0058F260 1.15.2 Win BW Upgrades (46-60) 1 180 15 entries per player, one for each upgrade.
0058F314 1.15.2 Win BW Upgrades Researched (46-60) 1 180 15 entries per player, one for each upgrade.
The main issue here is that four upgrades/techs are in one byte.



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Oct 19 2008, 4:34 pm Devourer Post #18

Hello

Quote from O)FaRTy1billion[MM]
Quote from rockz
EUDs might detect it. I couldn't find it in the DB, but I think it's there, and shared.

Alternatively, you can detect a change in minerals using madroc's binary countoffs. This way is completely trigger done, and instant.
Quote
0058CE0C 1.15.2 Win SC Techs Available (0-23) 1 288 24 entries per player, one for each tech.
0058CF2C 1.15.2 Win SC Techs Researched (0-23) 1 288 24 entries per player, one for each tech.
0058D070 1.15.2 Win SC Upgrades Max (0-45) 1 552 46 entries per player, one for each upgrade.
0058D298 1.15.2 Win SC Upgrades Researched (0-45) 1 552 46 entries per player, one for each upgrade.
0058F038 1.15.2 Win BW Techs Available (24-43) 1 240 20 entries per player, one for each tech.
0058F038 1.15.2 Win BW Techs Researched (24-43) 1 240 20 entries per player, one for each tech.
0058F260 1.15.2 Win BW Upgrades (46-60) 1 180 15 entries per player, one for each upgrade.
0058F314 1.15.2 Win BW Upgrades Researched (46-60) 1 180 15 entries per player, one for each upgrade.
The main issue here is that four upgrades/techs are in one byte.

which means??? farty... just go on with the trig plug, and if you are bored of adding actions/conditions just release a beta of it Oo

between: i dont want to open a new topic for that, but: how works "EUD-edit" ????



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Oct 20 2008, 1:46 am rockz Post #19

ᴄʜᴇᴇsᴇ ɪᴛ!

To detect some upgrades, you'll have to go through six bytes to get there. Very large numbers await.



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Oct 20 2008, 3:26 am Falkoner Post #20



Quote
which means??? farty... just go on with the trig plug, and if you are bored of adding actions/conditions just release a beta of it Oo

This isn't TrigPlug, this is EUD conditions, which are not modding. My thought was that if you'd rather avoid EUDs, you could also hide the constant attacking by disabling vision for the player to themselves, then give them vision from another computer, this could work if it was like an RPG or something, although the alternative is to just cover them up with sprites or something.



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