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 11 2008, 9:37 pm Elvang Post #21



Falkoner

My bad, it's been awhile since I've looked at the movement system. The 14x14 location is constantly centered on the zergling. If the zergling is detected over a burrowed unit placed to indicate you can't move down any further, then a 1x1 location is centered on that burrowed unit and the zergling is ordered there. Its not a placement error where I might've accidentally place a don't go up/down/left/right all in one spot, I've checked already.



Generalpie
  • The ghost AI was redone with triggers instead of the Junkyard Dog AI, 111 Pac-Man.scx does not have this redone AI.
  • I think that's related to this
  • Occasionally some mines will displace each other as the level is generated unfortunately, most of the time its unnoticeable.




None.

Nov 11 2008, 9:39 pm Falkoner Post #22



Quote
My bad, it's been awhile since I've looked at the movement system. The 14x14 location is constantly centered on the zergling. If the zergling is detected over a burrowed unit placed to indicate you can't move down any further, then a 1x1 location is centered on that burrowed unit and the zergling is ordered there. Its not a placement error where I might've accidentally place a don't go up/down/left/right all in one spot, I've checked already.

Are the burrowed units preplaced, or are they created?



None.

Nov 11 2008, 9:42 pm Elvang Post #23



Preplaced using snap to grid on a 32x32 custom grid with offsets of 16 for both x and y.



None.

Nov 11 2008, 9:44 pm Falkoner Post #24



How does the detection over the burrowed unit work?



None.

Nov 11 2008, 9:52 pm Elvang Post #25



  • Location A is constantly centered over the zergling.
  • If player 10 brings atleast 1 <unit designated to block direction> to Location A AND
  • If player 2 brings exactly 1 zergling to Location A AND
  • If 'Direction related to burrowed unit' is Set
  • Then center location B on mentioned burrowed unit AND
  • Then order all Zerglings owned by Player 2 at Location A to move to Location B





Nov 11 2008, 9:57 pm Falkoner Post #26



What are the sizes of location A and B? I'm still convinced it has something to do with locations being displaced.



None.

Nov 11 2008, 9:59 pm Elvang Post #27



Location A is the 14x14 location, Location B is the 1x1 location. Originally both were 32x32, but I thought at first maybe I was detecting units that weren't under the zergling and decreased the size of Location A, no effect. Before I started adding other things I even tried minimizing the size of Location B, had no effect on anything so I left them at those sizes.



None.

Nov 11 2008, 10:48 pm Falkoner Post #28



Can you post the triggers that center the two locations, the ones you've been describing?



None.

Nov 11 2008, 11:14 pm Elvang Post #29



This sums it up:
Quote
# Location A is constantly centered over the zergling.
# If player 10 brings atleast 1 <unit designated to block direction> to Location A AND
# If player 2 brings exactly 1 zergling to Location A AND
# If 'Direction related to burrowed unit' is Set
# Then center location B on mentioned burrowed unit AND
# Then order all Zerglings owned by Player 2 at Location A to move to Location B
Heres the actual triggers:
Code
Trigger("Player 1"){
Conditions:
    Bring("Player 2", "Zerg Zergling", "Arena", Exactly, 1);

Actions:
    Move Location("All players", "Zerg Zergling", "Arena", "Location A");
    Preserve Trigger();
}

And
Code
Trigger("Player 1"){
Conditions:
    Bring("Player 2", "Zerg Zergling", "Location A", Exactly, 1);
    Bring("Player 10", "Devouring One (Zergling)", "Location A", At least, 1);
    Switch("Up", set);

Actions:
    Move Location("Player 10", "Devouring One (Zergling)", "Location A", "Location B");
    Order("Player 2", "Zerg Zergling", "Location A", "Location B", move);
    Preserve Trigger();
    Comment("Dead end Up");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
    Bring("Player 2", "Zerg Zergling", "Location A", Exactly, 1);
    Bring("Player 10", "Infested Terran", "Location A", At least, 1);
    Switch("Down", set);

Actions:
    Move Location("Player 12", "Infested Terran", "Location A", "Location B");
    Order("Player 2", "Zerg Zergling", "Location A", "Location B", move);
    Preserve Trigger();
    Comment("Dead end Down");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
    Bring("Player 2", "Zerg Zergling", "Location A", Exactly, 1);
    Bring("Player 10", "Zerg Drone", "Location A", At least, 1);
    Switch("Left", set);

Actions:
    Move Location("Player 10", "Zerg Drone", "Location A", "Location B");
    Order("Player 2", "Zerg Zergling", "Location A", "Location B", move);
    Preserve Trigger();
    Comment("Dead end Left");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
    Bring("Player 2", "Zerg Zergling", "Location A", Exactly, 1);
    Bring("Player 10", "Unclean One (Defiler)", "Location A", At least, 1);
    Switch("Right", set);

Actions:
    Move Location("Player 10", "Unclean One (Defiler)", "Location A", "Location B");
    Order("Player 2", "Zerg Zergling", "Location A", "Location B", move);
    Preserve Trigger();
    Comment("Dead end Right");
}





Nov 11 2008, 11:46 pm Falkoner Post #30



Ah, just as I suspected, how big is the Arena location?

Edit: It may not be the problem, if it isn't, take this hack, load it, and hit Shift+F7 in-game to see locations, and check if they are all in the right spots.

Moderators, please don't delete that link, the hack is for 1.15.2, so it can't do any damage anyway.

Post has been edited 1 time(s), last time on Nov 11 2008, 11:53 pm by Falkoner.



None.

Nov 12 2008, 12:29 am Elvang Post #31



The arena location is bigger than the arena itself by 32 on each side. Downgraded to 1.15.2, I thought the offsets were the same for 1.15.2 and 1.15.3? The detection of screen movement was screwed up, I did watch the locations though as the ling went off and wandered about, didn't see anything wrong with them.



None.

Nov 12 2008, 12:48 am Falkoner Post #32



Maybe I'm wrong then, it could have something to do with the EUDs..



None.

Nov 15 2008, 8:25 pm Elvang Post #33



Ok, I finally was able to test out the map on various other computers personally. Each one displays a different problem, and none share the same problem...

On one the ai script Brood Wars Protoss Town A doesn't run no matter what, on mine the unit behavior becomes eratic on the edge of the screen( your view, not the map), on the third the EUD movement system doesn't work until almost a minute into the game, regardless if you die or not (different from Reindeer Breeder's experience). I doubt EUD conditions can affect the map in such a way, but your experience playing the map appears to vary based on your computer. All the computers I used were variants of windows xp (a pro, a mce, a xp1, and a xp2).

Any ideas?



None.

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