Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: New aiming system?
New aiming system?
Nov 19 2008, 3:40 pm
By: payne  

Nov 19 2008, 3:40 pm payne Post #1

:payne:

http://www.staredit.net/?p=shoutbox&view=135

We can easily detect the speed of a unit by setting a location over him and accumulating death counters as long as the unit is still under the location. Once it moved out of the location, you simply center it again.
So! Depending on the number of DC that has been accumulated, you can determine, if the target is always in movement, if it has been slowed down.
Now, how to apply this on computer players: simply detect which unit got slowed down and remove them, create the same one at the same place and apply the desired effect of the spell.
On a human player: I'm not sure, but if Restore ability of a medic works for Ensnare, then this might work ;)
For a bit more information, just go read the link I posted above.
I know this isn't very developed, but I didn't want to expand too much on something that wouldn't work :O



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Nov 19 2008, 3:58 pm Devourer Post #2

Hello

Yea... nice concept!
but it may take long time to firgure out which unit needs how long and to do so for each unit.... a for mass units (of same typ) it's useless....



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Nov 19 2008, 7:34 pm Vi3t-X Post #3



The medic can finally have a sexy attack. ^^



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Nov 19 2008, 8:09 pm Biophysicist Post #4



Interesting... Kinda hard to implement though... But I might use this for my problem in my map about aiming one of the Queen's spells... Maybe.



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Nov 19 2008, 8:23 pm SelfPossessed Post #5



You could also detect when the unit is standing still (gotta time it in comparison to its normal movement and ensnare movement), so technically they don't always have to be in movement. EDIT I see what you mean now

The concept could work, but I'm not sure of its practicality.
1) It forces all spell effects to splash. Ensnare has a set radius after all.
2) You have to keep track of individual enemies. Huge problem. In Player vs Computer maps, the number of Computer units would be severely limited. The exception is if you implemented a complex computer AI using hexagonal grids and the like. And I only know of one person who has done that before. In Player vs Player maps, you lose control of your main hero (though that could be considered a feature).
3) You have to give enemy units to different players to handle more than 1 of the same type of unit. Giving causes normal attacks to miss, so you're forced into a spell casting only situation.
4) It feels much easier to use MC, Hallucination, Disruption Web, or Dark Swarm.

Nonetheless, this may have merit in certain situations. The biggest bonus that I see if that you can get a targeting system with Infested Kerrigan.

Post has been edited 1 time(s), last time on Nov 19 2008, 10:49 pm by SelfPossessed.



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Nov 19 2008, 8:26 pm Biophysicist Post #6



You can use Hallucination for targeting?



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Nov 19 2008, 8:34 pm SelfPossessed Post #7



EDIT: Here's an example. http://www.staredit.net/maplantis/index.php?sid=e4545fdea4;pg=maps;do=download;id=1244

Yah, it's been done before. Here's a hypothetical workable situation.

Preconditions:
1) You are the only one who controls Tassadar High Templar who has Hallucination researched.
2) You control no other units in the primary battle area.
3) The center of the battle area is inaccessible.

Detection:
1) Continually center location on every possible unit in the battle area that you can hallucinate except for Tassadar.
2) Check if that location is in the center of the battle area or not. If it's centered, there's no halluc. If it isn't, there is.
3) If the halluc unit exists, remove the halluc unit for the player and cast the spell there (you centered loc in the 1st step)

Edit: Fixed the step order, my bad



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Nov 19 2008, 10:26 pm Pigy_G Post #8



Old friend Yamico made this, But I think he's quit. It use's the hallucination gun system.

EDIT: the problem with the ensnare thing is it only works if your vsing a comp, A smart human player can just sit there and wait for it to wear off.

Attachments:
Buildings Have Eyes.scm
Hits: 8 Size: 295.83kb



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Nov 19 2008, 10:33 pm Falkoner Post #9



A Broodling detection system might work just as well, seeing as you have to hit the units anyway, although this allows a bit less perfect aim.



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Nov 19 2008, 11:07 pm Kaias Post #10



I thought this was funny so I engineered into my own system and made a quick map. Then I gave an objective.

If you look at the map, it was obvious I intended it for multiple units, I was just too lazy to finish tailoring it to them all. This system really isn't plausible for any real use, except maybe a selection system (for one player). There are so many cons I don't even want to start typing them.

Attachments:
Ensnare Detection.scx
Hits: 5 Size: 51.68kb



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Nov 20 2008, 8:41 pm payne Post #11

:payne:

Lol!
I just though we could probably create an aiming system for like every spell that exists:

Plague (would need a customized vHP and invincible enemies), Brood (would need to find a way of being sure of knowing the exact unit that is aimed so you can remove the broodlings and recreate the unit affected by the spell), Recall (would require an isolated area and being able to find a way of teleporting back a unit to it's initial position), Command Center Corruption would make a cool passive spell, Parasite (that would be weird and pretty tricky, near impossible to trigger, but I think there MAY be a way to do this without EUDs :O), etc.
(Plus known one)



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Nov 22 2008, 5:32 pm payne Post #12

:payne:

That concept map is a must-try!
Very well done, Kaias! That could work very well in a map if you don't want to use any ground unit as aimer (Defiler, High Templar) and is already using (or just don't want to) Corsair!
GJ! <3
EDIT: Oh and wtf? :
Quote from name:
The medic can finally have a sexy attack. ^^




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