Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Strange Edge of Screen Behavior
Strange Edge of Screen Behavior
Nov 9 2008, 5:32 am
By: Elvang  

Nov 9 2008, 5:32 am Elvang Post #1



During the testing of my map I've noticed a rather strange behavior. Whenever a unit, or perhaps the location, involved in a trigger is on the edge of the screen near either the top or the GUI, the trigger breaks down. I can't be more specific, because I'm not quite sure what exactly happens. The only pattern is that it happens on the edge of the screen. For example, the most recent case was a zealot was ordered to Location 1 at an intersection. I could see the zealot on the edge of my screen, but I was one block of terrain too far up to see the intersection. There were no units blocking the zealot, yet it started spasming. By spasming I mean it would start to go off screen, then turn around before attempting to go off screen again. Before, I noticed a similar behavior with my ling when it'd reach certain areas of the map where the ling would be on the bottom left or right corner of the screen, above the GUI. The ling would just freeze up and refuse to move even though the trigger should have been constantly ordering it to move in a direction. Anyone have a possible explanation?



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Nov 9 2008, 5:37 am Conspiracy Post #2



Quote from Elvang
WALL OF TEXT (L2Press Enter)

If you can't be more specific, then post the map :P (your amongst friends) The only thing I quite understood is not going near edge of map, and the one thing that rings a bell is when you create a unit near the edge of the map, it won't create there, instead it will create 1 tile away.



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Nov 9 2008, 5:44 am Elvang Post #3



You won't see the strange behavior affecting the ghosts in this version since at this point it was still simple junkyard dog. However, it is very easy to reproduce the problem with your ling. From the start position you should notice a burrowed unit on the far left, approach it from above and the ling will freeze and refuse to respond. [attach=1990]

This is the version where the ghosts will behave strangely depending on which direction they approach certain areas from. [attach=1977]

Attachments:
111 Pac-Man.scx
Hits: 6 Size: 333.18kb
Pac-Man.scx
Hits: 22 Size: 339.06kb



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Nov 9 2008, 6:08 am Conspiracy Post #4



Quote from Elvang
moar walls of text. Theres a new invention dood, ENTER BUTTON ROFL

I had no problems with either of the maps. I did what you said, and I could keep going. There must have been something you did that was a factor that you didn't see.

Also, the ghost problem, I think its because of the units, but there isn't much you can do about that unless you want to make them walkable through....

Oh, and VERY good job on the map. Love the EUD concept :)



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Nov 9 2008, 6:17 am Elvang Post #5



My second theory is that the screen locations I'm reading with EUD triggers aren't the same for all computers, as some people have no problem with the movement and others it locks up on... Which would suck because theres not much I can do about it.

Either way, it seems the map behaves slightly different for everyone so far...



None.

Nov 9 2008, 6:18 am Conspiracy Post #6



Odd, computers are standardized (right?) I don't see why that would happen...



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Nov 9 2008, 6:21 am Elvang Post #7



My first thought was different resolutions, though to my knowledge you can't change what starcraft is displayed at. Second thought was maybe xfire ingame was screwing with it somehow. The version you played would continually freeze the ling's movement for another player after a single death.



None.

Nov 9 2008, 6:24 am Conspiracy Post #8



Quote from Elvang
... The version you played would continually freeze the ling's movement for another player after a single death.

Like right after I died? Cause I died a few times, and I could still move :P



None.

Nov 9 2008, 6:27 am Elvang Post #9



He said that after being killed by a ghost a single time the ling would refuse to move regardless of which direction he went. I even attached some display text actions to all the movement triggers and had him play a 'debug enabled' version, couldn't find anything wrong after he gave me the results. What happened to him never happened to me, though apparently it happened every single time for him without fail.



None.

Nov 9 2008, 6:28 am Conspiracy Post #10



Hhhmm.... needs moar EUD nerds, I MEAN EXPERTS O.O''.



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Nov 9 2008, 6:33 am Elvang Post #11



This reminds me... There was a few times where the x/y screen position should've been the same because a previous location was lined up with it but it'd be off by 2-4 pixels. Even double checked the top/left/bottom/right position of each location and they lined up.



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Nov 9 2008, 10:41 pm Falkoner Post #12



Seems to me that most likely your issue at the edge of the screen would occur from attempting to center locations on units near the edge, so the locations get displaced(pushed) from the edge of the map and cause the problem.



None.

Nov 10 2008, 12:40 am Elvang Post #13



The locations are never near the edge of the map though, everything happens at the center of the map.



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Nov 10 2008, 11:34 am 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

Quote from Elvang
The locations are never near the edge of the map though, everything happens at the center of the map.
Then how do you expect the units to go near the edge?




Nov 10 2008, 7:01 pm Elvang Post #15



When I say edge I mean the edge of the screen, not the map. As soon as I move the screen far enough so the unit is no longer viewable it stops spasming/refusing orders and starts acting normally.

EDIT: This demonstrates what I mean.


Post has been edited 1 time(s), last time on Nov 10 2008, 7:26 pm by Elvang.



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Nov 11 2008, 1:18 am Falkoner Post #16



How big is the location that the effect of stopping orders is done in?



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Nov 11 2008, 2:45 am Elvang Post #17



14x14 pixels.



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Nov 11 2008, 1:51 pm Falkoner Post #18



Wait? What? So are you centering this 14x14 pixel location on the zergling? Or did you mean 14x14 blocks? If that's how big, then the zergling definitely escaped it, and that's your problem.



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Nov 11 2008, 1:54 pm Generalpie Post #19

Staredit Puckwork

I'm gonna try it and see what happens. looks fun too! ^^

EDIT: i'm done,but found a few bugs...
Collapsable Box


Post has been edited 1 time(s), last time on Nov 11 2008, 2:30 pm by Generalpie.



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Nov 11 2008, 5:24 pm Kaias Post #20



Unfortunately, EUDs are not my field. I woudn't think screen position has anything to do with it though.



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