Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Problem with a unit's speed
Problem with a unit's speed
Nov 1 2008, 7:40 am
By: Elvang  

Nov 1 2008, 7:40 am Elvang Post #1



Ok, I have a single unit that has a mobile grid[1] constantly following it. Its my understanding[2] that this is what causes the slowdown in its speed. The unit is a zergling, and enabling Metabolic Boost for that player doesn't give an acceptable increase in speed. So how would I go about:

  • Increasing the speed of the entire map to counteract the slowdown caused by the trigger without having to remove all the units I've already placed. The method[3] I already know does not let me do this.
OR
  • Increase the speed of this single zergling, changing the mobile grid system I have in place is not possible.

I know option 1 will speed up every unit, its acceptable though because I can slow down the few(4-6) units by the same amount my zergling is already being slowed. The reason I'm not just slowing down them is that the game would then become too slow for most players to play it for any length of time.

[1]http://staredit.net/wiki/Grid_Systems
[2]http://staredit.net/?p=tutorials&tut=21
[3]http://staredit.net/?p=tutorials&tut=70

Post has been edited 3 time(s), last time on Nov 1 2008, 8:52 am by Elvang.



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Nov 1 2008, 8:44 am Devourer Post #2

Hello

sooo
first of all: link 3 is dead

are you really sure playing a P15 scarab as the FIRST unit on the map?? make sure it's P15... scmdraft sometimes change it to another player :flamer:

another method:
this doesn't actually make the ling "faster" but it's Slower before it get to his standart speed

just always teleport one borruwed Unit all the time under the ling: the ling will slowdown....
stop that effect to let the ling getting faster....

btw: Vulture with Ionthrusters is faster than a ling with metabolismus-bosst



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Nov 1 2008, 8:52 am Elvang Post #3



Seems the wiki is acting up again, I change that link to the older tutorial in the tutorials db.

What I meant by option 1 was that I couldn't use the P15 scarab method because there is already close to 600 units preplaced on my map. The second method you listed is what is currently happening to my ling, I've tried using create unit with properties instead of move unit but due to the layout of my map they rarely appear in the right spot.

Have to use a ling due to layout of map and its speed compared to the opponents.



None.

Nov 1 2008, 8:54 am Devourer Post #4

Hello

Quote from Elvang
Seems the wiki is acting up again, I change that link to the older tutorial in the tutorials db.

What I meant by option 1 was that I couldn't use the P15 scarab method because there is already close to 600 units preplaced on my map. The second method you listed is what is currently happening to my ling, I've tried using create unit with properties instead of move unit but due to the layout of my map they rarely appear in the right spot.

Have to use a ling due to layout of map and its speed compared to the opponents.


just because of 600 units you can't make a scarab?? bullshit :D
use "MapSpeed" from Fartybillion (in the generell Starcraft Forum)
-or-
cut all those units out (rightclick -> cut, while you selected all)
place player 15 scarab, then zoom out (the most how its possible)
and paste them again.... it's not that hard



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Nov 1 2008, 9:04 am Elvang Post #5



:O
I need to start searching more than just the UMS section. Didn't realize cutting and pasting changed the unit order, never really used it before. Thanks for mentioning MapSpeed[1], gave it a try and it worked like a charm. :)

[1]http://staredit.net/topic/4750/

EDIT: Seems the tutorial and wiki page concerning speed increases are out-dated, as its 2x speed instead of 1.15.



None.

Nov 1 2008, 9:06 am Devourer Post #6

Hello

soo... everything is cleared or have you other questions??
(you should use this topic or it will get locked soon by moderators :O)



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Nov 1 2008, 9:11 am Elvang Post #7



Nope, that's it for now. Interestingly enough increasing the units move speed let my ling move fast enough that my grid system doesn't seem to affect it at all anymore, so all is good.

EDIT: Actually, upon further testing I do have another question. Is there any other units that increase movement speed, just not as much as 2x? Right now my ling appears to be out running the grid system as he rounds corners.

Post has been edited 1 time(s), last time on Nov 1 2008, 9:26 am by Elvang.



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Nov 1 2008, 9:31 am Devourer Post #8

Hello

Quote from Elvang
Nope, that's it for now. Interestingly enough increasing the units move speed let my ling move fast enough that my grid system doesn't seem to affect it at all anymore, so all is good.

EDIT: Actually, upon further testing I do have another question. Is there any other units that increase movement speed, just not as much as 2x? Right now my ling appears to be out running the grid system as he rounds corners.

as far as I know: no
there is only a 2x animation speed (p15 map revealer)
and: you can PAUSE the game with a p15 scanner sweep (lol.... :D)

you should add around 5-10 milliseconds to your wait... if the trugger runs to fast the mobile grid will make it bugged



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Nov 1 2008, 9:44 am Elvang Post #9



I added a death count and tried a few different values, at best it causes a slight pause, at worst its stop n go for the unit. The increased speed must be messing with a few other things because my unit still stops early before entering the target location.

EDIT: After some fine tuning my units handling is better, going to keep tweaking it to see if I can get it working for this speed.

Post has been edited 1 time(s), last time on Nov 1 2008, 10:02 am by Elvang.



None.

Nov 1 2008, 1:39 pm NudeRaider Post #10

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

Yeah changing speed has some nasty side effects. For example idle units dont auto attack. Actually I don't think it's a good solution.

I recommend you use a system that slows the 5-6 lings via centering burrowed units plus don't give them the speed up. That means you don't have to completely slow them down. Moving the burrowed unit every other trigger loop slows them down too.
Another obvious method for a much faster unit is a speed vult. Different looks though.
Well I guess it all depends on what type of map you're making.

Btw. as much as I like the looks of your link references I think using the "http://" button to insert links is more elegant.
Like this:
Quote from Elvang
:O
I need to start searching more than just the UMS section. Didn't realize cutting and pasting changed the unit order, never really used it before. Thanks for mentioning MapSpeed, gave it a try and it worked like a charm. :)



EDIT: Seems the tutorial and wiki page concerning speed increases are out-dated, as its 2x speed instead of 1.15.





Nov 1 2008, 1:57 pm Elvang Post #11



My unit is already being slowed by a moving burrowed unit, unavoidable at this point. However, at 2x speed it was moving unaffected, even out running my grid with hyper triggers.



None.

Nov 1 2008, 2:21 pm NudeRaider Post #12

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 got an experimental idea on how you could increase unit speed. It has problems of its own though:

Use a flying unit grid (update every 3-4 trigger loops to avoid slowdown) to detect the direction the unit is moving.
Then as soon as the unit enters one of the 8 locations teleport it to the center (should be about 1cm on the screen) and order it to another location even furter outside in that direction
The 8 locations showing in which direction your unit is running have to have a certain size. Small enough so you have control over your unit for say 0.5s - 1s so you can still change direction after each teleport, but large enough that teleporting a unit from its edge to the center is 1cm - 2cm.
For fast units like a speed ling you probably have to create a pretty large grid for that.

Problems:
- You cannot click on the minimap and wait for the unit to find its own path and eventually get there.
- One probably has to click a lot to successfully change direction. Depends on Location size
- Depending on the location size you may jump obstactles.
- Attacking units will lose focus whenever you teleported.

Well for micro maps this is obviously not an option. But with some tweaking it might work for certain maps




Nov 1 2008, 2:40 pm Elvang Post #13



I currently have a 1x1 sized mobile grid that is placed via air units, then my ling constantly moves towards a location centered on a burrowed unit, depending on direction wanted. Your first problem listed is the key feature of my map :). I'm using a 1x1 sized grid so I don't jump locations. As for the attacking problem, my main unit dies via 'touching' enemy units, thus the topic of wandering I created earlier.

Post has been edited 1 time(s), last time on Nov 1 2008, 2:47 pm by Elvang.



None.

Nov 1 2008, 2:49 pm NudeRaider Post #14

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

So wait you chose (how do you do it anyway?) one of 8 directions then you use mobile grid to order the unit in that direction?
aka you don't have direct control over the unit?




Nov 1 2008, 2:54 pm Elvang Post #15



I used a combination of scourges and observers to make a fairly grid like placement, then place 4 different burrowed units for up/down/left/ride by removing first the observers, then centering, placing, and moving a scourge at a time. Then I detect where you want to go via arrow keypress, and constantly order a computer controlled ling in that direction through a maze. I don't place a burrowed unit if it detects a unit I designate for blocking that direction, also burrowed. The goal was to hide everything I was doing from the player.



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Nov 1 2008, 7:11 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

...
Every answer seems to bring up more questions than it answers. Maybe it's just me but can you please keep it simple?

OK a few simple questions that should get me an idea what you're map is about: (correct wrong assumptions)
1) The unit you're commanding is not yours but owned by a computer?
2) You give commands to the unit by building units in some factory? For example Marine = right, Bat = left, etc.
3) To make starcraft move the units that way you use a 1x1 grid and order the unit in that direction?
4) The unit is situated in a maze which has paths 1 tile in width?
5) You said something about blocked movement in a certain direction. Do you mean that the player can't build a Marine when the path to the right is blocked? Btw. if that's what you want neutral dts make good invisible walls.
6) What are the burrowed units for again?
7) You said something about the method not being visible. Using grids IS invisible - usually. So is there a problem with that?

Okay, when I have understood the general happenings in your map back to your actual problem:
8) You're using a zergling as the commanded unit and you're looking for a way to make one of them WAY faster than the others? 9) But you don't want to slow the others down because units that slow would bore players?
10) Then why is it not possible to use a combination of teleport/order using the grid?




Nov 1 2008, 7:31 pm Elvang Post #17



1) Yes
2) The system used takes input in the form of switches, if I wanted it to I could easily switch it to the method described, currently the switches are set by changes in screen position
3) Yes, a 1x1 mobile grid is used to place units, then depending on the direction set by the system from 2) I center a Move Here location on one of the 4 different burrowed units and constantly order the unit towards that location
4) Yes
5) I mean if I hit the wall, the unit will be ordered to move onto a location following itself, effectively stopping the automatic path finding that would otherwise happen, also miners would cut across the maze if I had used units
6) The burrowed units are for point 3), centering a location on a unit for a direction, I guess I could have just as easily used a single type of unit that is burrowed but for 4 different players
7) Have you seen the Direction Test map in the database? My system uses that as the foundation for the mobile grid, however using anything other than burrowed units would not work due to the 1 tile wide paths in the maze and would screw up the constant move order, not to mention the wandering AI

8) The ling is being slowed down because of the constant moving of a burrowed unit, I'm looking for a way to counteract that somehow if possible
9) The speed the ling is going right now almost doubles how long it would take you to finish a level, and even with the other units slowed down with the burrowed unit method, its hard to dodge them effectively though it does offer an interesting opportunity to increase the difficulty fairly easily later on
10) Any movement of the burrowed units near the unit you control apparently slows it down, even though they don't actually overlap or use locations that touch the ling; basically I am stuck with using burrowed units as a part of the system and the slowing appears to be an unintentional but unavoidable side effect

Post has been edited 1 time(s), last time on Nov 1 2008, 7:39 pm by Elvang.



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Nov 1 2008, 7:55 pm NudeRaider Post #18

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

Okay so far so good. But I still don't get what the burrowed units are for.
Random guess: To detect walls? (If there's no burrowed unit in the grid location you can't move there)
But why would you move them?

Look, why don't you just do it like this:
Use your scourge/obs grid to set the 4 locations for each direction.
- Wait now that I write that, are you using a cycling location and place burrowed units to mark the directions? If yes, don't. Place 4 seperate 1x1 locations -
Then, depending on the current directions order try moving a burrowed ling to the respective grid location. If it hasn't moved there must be a wall hence making the move invalid. Order the unit onto itself in that case. Otherwise center a 1x1 pixel loc on the burrowed unit and order the unit there.
But don't create the grid all the time. Wait for the ling to enter the new destination (1x1 pixel loc) and then loop back to checking if the user entered a valid direction.

There's no constant creation of air units (also causes slowdown) or burrowed units moved. Problem solved?




Nov 1 2008, 8:20 pm Elvang Post #19



Ok, the speed is almost back to normal and the unit now turns corners better as well. Used a death count to limit it, that way should the player make it far enough into the map I could limit their speed a bit to increase the difficulty without it slowing down as much as before.



None.

Nov 1 2008, 10:48 pm Falkoner Post #20



If you create the burrowed unit, rather than moving it, it will be automatically displaced, so it won't slow you down at all, maybe that could help?



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