Hero tracking
Feb 18 2009, 9:55 pm
By: Lt.Church  

Feb 18 2009, 9:55 pm Lt.Church Post #1



I was wondering what the best method of tracking someone in an arena type map, if possible focusing on their hero and not just the generic anyunit as itd prevent targetting of w/e is furthest left. Help on whats best in team based 3v3 in which 1v1 are on the field at the time and when 3v3 are on the field at one time.

Also well i was typing i thought it'd be good to have a grid, im not too great with gridding does someone have any insight on if a grid system would help me? much appreciated.



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Feb 18 2009, 10:03 pm Biophysicist Post #2



Why not just center a location on the hero unit? :hurr:

Or if that wouldn't work for some reason, center a really small location on their hero at game start, then constantly center the location on units at the location. (eg. Center location "lol" on <hero> at "lol".)



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Feb 18 2009, 10:04 pm Falkoner Post #3



Can you expound on "tracking" and what exactly do you plan on doing with the hero that requires it?



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Feb 18 2009, 10:13 pm UnholyUrine Post #4



Do what I did in TS...

Allow 1 type of hero for everyone (No mirrored ppl) ... and have locations centered on that unit...
AND
have one location for each player, and center them on whatever hero they pick..

so if u have 12 heroes.. like TS.. that'd be 12 + (12x6) locs :P..



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Feb 18 2009, 10:16 pm ForTheSwarm Post #5



Or have a seperate hero location for each player. Then players can have 2 of the same hero.



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Feb 18 2009, 10:40 pm Lt.Church Post #6



ya, right now im doing what unholy mentioned, i was kinda just hoping there was a better way i didnt know about. lots of locations= lots of extra work in targetting moves with attack patterns such as flying to,from,above, around and such.



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Feb 18 2009, 10:42 pm Falkoner Post #7



What Unholy said is a waste of locations, just have separate triggers depending on which hero they pick and center the location, so it only requires 12 locations total, rather than wasting 84 locations.



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Feb 18 2009, 10:53 pm Lt.Church Post #8



i meant i was using a location per hero and one per player so assuming i had 12 heros 18 total O_o



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Feb 18 2009, 11:51 pm NudeRaider Post #9

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

Uhm, why not just 1 location per player and have 12 triggers (1 per hero) per player (72 total) that go like
P1: If Current Player brings at least 1 hydralisk to anywhere center P1 on hydralisk owned by Current Player
P2: If Current Player brings at least 1 marine to anywhere center P2 on marine owned by Current Player
... etc

Btw. it's not always necessary to use a grid to do your spells. For the most part it's enough to have a few locations in different sizes for different spell ranges.
However you can always check the wiki for help on grids.




Feb 19 2009, 12:03 am UnholyUrine Post #10



Quote
What Unholy said is a waste of locations, just have separate triggers depending on which hero they pick and center the location, so it only requires 12 locations total, rather than wasting 84 locations.
U require the trigger per hero in order to shorten other triggers.. Such as spell effects. If u haven't played Temple Siege before, there's a paralyzing trigger where the hero is forced to move to its place continuously, so it looks like its paralyzed. If u use only the 12 locs.. you'd have to do 12 triggers x 6 per player...
Next, I have the AoE (area of effect) triggers... PER AoE trigger i'd need 12 detection triggers... so that's 12 x w/e the amount of AoE triggers I'll be willing to put in my map..

Right now I just need 3 per AoE triggers, as I create defilers under each player (player 1,2,3,4,5,6) locations, which should be centered at the hero they have chosen. This cuts down on the trigger WAYY better. Plus, it's always better to have player specific things.

Quote
Uhm, why not just 1 location per player and have 12 triggers (1 per hero) per player (72 total) that go like
P1: If Current Player brings at least 1 hydralisk to anywhere center P1 on hydralisk owned by Current Player
P2: If Current Player brings at least 1 marine to anywhere center P2 on marine owned by Current Player
... etc

Great.. now he's gotta do 6 triggers per spell... that's even worse than what Falkoner suggested..

Yeah, you can have "If current player bring at least 1 hero hydralisk to anywhere.. and if current player *casts spell 1* (w/e the condition may be... center location "hero hydra" to hydralisk owned by current player, create spell units (mutalisks) at "hero hydra" for current player.... but that's even more work than just having the triggers set in the beginning. and you get the same amount of locations that you need.

What I gave you is the easiest to work with... Look into Temple Siege.. The triggers are set to be the LEAST stenuous in terms of trigger number.
I did things such as using defilers as markers for AoE spells... using a universal DC for all spells and paralyzing and etc. ...



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Feb 19 2009, 12:21 am Wormer Post #11



Unholy is right, but I dont see any reason to track heroes with locations. All spells could be done without tracking, just centering the required location when spell is casted.

Question to Lt.Church: why do you need to track them? Spells are not the reason.



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Feb 19 2009, 12:37 am Hug A Zergling Post #12



I don't get what your asking :|



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Feb 19 2009, 12:54 am NudeRaider Post #13

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 UnholyUrine
Quote
Uhm, why not just 1 location per player and have 12 triggers (1 per hero) per player (72 total) that go like
P1: If Current Player brings at least 1 hydralisk to anywhere center P1 on hydralisk owned by Current Player
P2: If Current Player brings at least 1 marine to anywhere center P2 on marine owned by Current Player
... etc

Great.. now he's gotta do 6 triggers per spell... that's even worse than what Falkoner suggested..
That depends. This is certainly true for ts (or any map where you can choose your hero) but for maps where the heros/spells are locked to certain player slots my solution is perfectly viable.
He didn't specify how he's doing it, so I thought I'd throw it out there.




Feb 19 2009, 1:40 am Lt.Church Post #14



i dont have to do anything people, im not doing a large field based sieging map, im doing a team combat map; its going to be 3v3; im just going with one for each hero, one for each team,and one for each teams scourge for seeking attacks. if i want some more effects later on ill add them, as for gridding i might do it so the units are place in a certain way on cast =P, if i do gridding then i can include rapid unit movement attacks which will be good since most characters can do it to some extent, and one character is pimpadelic at it. anyways i think ive gained what knownledge i can from this thread; thanks.



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Feb 19 2009, 1:40 am Decency Post #15



I really don't see why this is at all difficult.

Can someone explain why you can't just have a trigger like:


Conditions:
Always
Actions:
Center location Hero on "1st possible hero unit" at anywhere for current player.
Center location Hero on "2nd possible hero unit" at anywhere for current player.
...
Center location Hero on "Last possible hero unit" at anywhere for current player.
Preserve trigger.

... and that's it?

Provided that they can't own other heroes, like in Temple Siege, can someone explain why that wouldn't work...?



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Feb 19 2009, 1:44 am Norm Post #16



You guys are making this way too complicated. Since each player can only command 1 of the heroes, you can just make one center able location for each player (6) and have them always center on each hero that it is possible for that player to own. You can even have maybe 3 various sizes for different ranges- and that would still only be 18 locations used. Not too shabby. This method even allows players to select the same unit as another player without the triggers getting confused.

Also- isn't it easier to move a unit to a location over water to stun it? This would only require one location to use for all the stun triggers, you could even double it up as being used for another misc. system somewhere off the map. I have never used this myself, but i heard it works.



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Feb 19 2009, 2:11 am Falkoner Post #17



At the same time, I think that Wormer is right, there actually is no need to use more than a single location for all of them, the Bring condition updates when a location is moved, so if you need to detect any units in the location around the hero, you can center it in one trigger, then do the detection in the next trigger.



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Feb 19 2009, 2:44 am 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

Quote from name:FaZ-
Conditions:
Always
Actions:
Center location Hero on "1st possible hero unit" at anywhere for current player.
Center location Hero on "2nd possible hero unit" at anywhere for current player.
...
Center location Hero on "Last possible hero unit" at anywhere for current player.
Preserve trigger.
Won't work because the rule is if the unit in question is not there (current player controls only one of the possible hero units) it will center the location (hero) in the center of the search location (anywhere).
It would be nice if Blizzard would just keep the location in its place when there's no match, but unfortunately that isn't the case.




Feb 19 2009, 4:46 am Decency Post #19



Okay, that makes it slightly more complex, but not much.

Make one trigger for "all players" per hero with a condition that player has x deaths of a certain unit used as a death counter. If they have 1 death, they picked a marine, if 2 they picked a zealot, etc. This would detect how many deaths they have and constantly center the location on the appropriate unit based on that. The other triggers won't execute because the conditions won't be met. If I was building Temple Siege from scratch, that would be how I have nearly all of my triggers.

It's just basically a simple case (switch) function, for those that know programming.

Creating units below the player, using grids... all seems incredibly unnecessary for tracking the hero.



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Feb 19 2009, 6:13 am Lt.Church Post #20



honestly i dont know, i thought i said it quite clearly the thread served its purpose.



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