Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Detecting killers
Detecting killers
Nov 26 2008, 1:16 pm
By: ForTheSwarm  

Nov 26 2008, 1:16 pm ForTheSwarm Post #1



Is there a way to detect which unit killed a unit? Preferably without EUDs.



None.

Nov 26 2008, 2:21 pm Ahli Post #2

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

in general cases: NO!
if you have only 1 unit per player: yes (killscore)

At least u can say that it was a unit inside the longest weapon range ingame around the killed unit (unit is in a location or location system on the killed unit).




Nov 26 2008, 3:53 pm NudeRaider Post #3

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

Without EUDs? No. Kills are player based.
You could try and set up a system that detects death of a unit and then checks the units that are nearby. But that would be obviously very inaccurate.

With EUDs? Probably not. The only thing I can think of that is detectable is the kills counter going up when it killed a unit. Don't know if that is detectable via EUDs. If it is you had to combine it with deaths detection which has a percentage chance of failing.




Nov 26 2008, 8:06 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from NudeRaider
Without EUDs? No. Kills are player based.
You could try and set up a system that detects death of a unit and then checks the units that are nearby. But that would be obviously very inaccurate.

With EUDs? Probably not. The only thing I can think of that is detectable is the kills counter going up when it killed a unit. Don't know if that is detectable via EUDs. If it is you had to combine it with deaths detection which has a percentage chance of failing.
It only goes up to 255 too, but it should be detectable, since it's a property of a unit.



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

Nov 27 2008, 7:12 pm GameLoader1337 Post #5



well there is a way, but that pretty much depends on your map structure, i have a very complicated concept that might work yes without EUDS



None.

Nov 28 2008, 12:06 am Riney Post #6

Thigh high affectionado

If the player only has one unit it isnt hard to detect



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Nov 28 2008, 3:32 am GameLoader1337 Post #7



or have a lot of units diff players with diff types of units



None.

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[03:08 pm]
Sylph-Of-Space -- woah! nice! thank you!
[04:05 am]
O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[04:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[04:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[04:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
[03:57 am]
Sylph-Of-Space -- Unless I'm dum (possible)
[03:57 am]
Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
[03:53 am]
Sylph-Of-Space -- :'( dont cry for me cat-gentina
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