Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [help] target acquisition
[help] target acquisition
Jun 29 2009, 2:38 am
By: crutex  

Jun 29 2009, 2:38 am crutex Post #1



Hi guys.
I've run into a problem with keeping a target acquired. At the moment my method for acquiring a target is centering a 1x1 pixel location on a unit within some range of a main unit. To keep the target locked on, I'm using 'complex hyper triggers' and center the 1x1 target on men owned by foes within 1x1 target. This works pretty well in most cases, but can cause issues when units run by each other, passing the location off onto the other unit :O Is there any way to ENSURE the location stays on a the unit initially acquired? Thanks for your help and advice :D

Post has been edited 1 time(s), last time on Jun 29 2009, 4:58 am by crutex.



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Jun 29 2009, 2:56 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/154360/
Some units can outrun a 1x1 location. Make sure you use a location which is 0x0 in scmdraft, as that's actually a one pixel location. If you could be a bit more descriptive on what's going on, that would help.

How do you center in the first place? You have to make sure you center the location on the unit when it first comes to the large location, then center the location on the unit constantly until it leaves the large location or until it dies. You also need to make sure you can detect when to turn off the first trigger which will center the location on the unit when it comes into the large location, or else you will always switch targets when a new target appears left of the old target.



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

Jun 29 2009, 4:20 am crutex Post #3



mm yes.
As soon as a unit comes into a range of 2 squares the tiny location is centered on it :D (a one time event). From that point another trigger is centering it for 60 death counts.
Here's a video showing what's happening, it follows the unit for a bit...
http://www.youtube.com/watch?v=vYf8gm81fJM
(the burrowed lings being created and destroyed are owned by the red player1)



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Jun 29 2009, 4:30 am samsizzle Post #4



Quote
mm yes.
As soon as a unit comes into a range of 2 squares the tiny location is centered on it :D (a one time event). From that point another trigger is centering it for 60 death counts.
Here's a video showing what's happening, it follows the unit for a bit...
http://www.youtube.com/watch?v=vYf8gm81fJM
(the burrowed lings being created and destroyed are owned by the red player1)

what program do you use to record starcraft? I know its off topic sorry.



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Jun 29 2009, 4:32 am crutex Post #5



hehe camtasia studio
Here's a screenshot of the triggers / locations


Post has been edited 1 time(s), last time on Jun 29 2009, 4:42 am by crutex.



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Jun 29 2009, 4:47 am scwizard Post #6



Why a 0x0 location. Go even further make it a negative sized (inverted) location. Make it -14 wide and -16 tall. That should reduce the problem that you're having to quite some degree.

To do this:
1. Create a new location in SCMDraft and give it a name.
2. Double click on the location and fill in the following values for top, bottom, left, right:
Left: 14
Top: 16
Right: 0
Bottom: 0
3. If you want to change the location's name or size or something. The only way to selecting it now is using the locations section of the left side tree view.



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Jun 29 2009, 4:50 am crutex Post #7



Using an inverted location caused the exact same behavior :C



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Jun 29 2009, 4:52 am Vrael Post #8



I don't think an inverted location is going to work scwiz. WHen the unit enters the larger location, the inverted location will be centered upon it, but if the unit moves enough so that it is no longer touching all 4 edges of the location, centering the location on a unit at itself won't work, since there are no longer any units at itself.



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Jun 29 2009, 4:56 am scwizard Post #9



One of that size?

Weird it shouldn't so long as you're dealing with ground units here. Because of the nature of such a location, it'd be impossible for two units to be inside of it at the same time, which is what I thought was causing your problem.

Actually come to think of it, two units can't be inside of a 1x1 location either...

Bleh, so that's not the problem. I think I know what the problem is then, but let me make sure.

EDIT: What Vrael said. I didn't think before I suggested that lol.

Yeah I really don't know how to solve this. If the location is too small then the unit gets away from it. If the location is too big then two units can fit inside at the same time.

A possible hack is to give the unit you're tracking to a different player.



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Jun 29 2009, 5:06 am Vrael Post #10



Try using a larger location. Instead of 1x1 pixels, try a location about 1/4th-1/8th the size of a normal terrain block, I used this method for my special effects in a roleplay map, and it works pretty well (except for the super fast units like zergling/vulture)



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Jun 29 2009, 5:09 am Neki Post #11



So the location isn't centering on the unit fast enough when using a 0x0 location?



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Jun 29 2009, 5:14 am crutex Post #12



Yeah I guess that is one way to state the problem. 8px by 8px works fine for following an ultralisk but it can 'fall off' one ling and 'tag on' to another one.



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Jun 29 2009, 5:24 am Pyro682 Post #13



The problem is this:
You can't have a 1x1 pixel location, because the Units out-run it. The Animation frames work faster than the trigger cycles, even with hyper triggers.
If it can out-run the location, then another unit can pick up the location, because the first unit is no longer under that, so another unit may be able to be there.
If you increase the size, you may be able to reduce it losing the location, but you also increase the chance of another unit picking up that same location.

The only thing you can do at this point to solve this is to find a work-around. What exactly are you trying to do?



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Jun 29 2009, 5:30 am crutex Post #14



Make a bloody trail :D
Its going to be the basis for other skills too though :hurr:

Post has been edited 1 time(s), last time on Jun 29 2009, 5:35 am by crutex.



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Jun 29 2009, 5:35 am rockz Post #15

ᴄʜᴇᴇsᴇ ɪᴛ!

the units linked in my previous post can outrun a pixel location. Most just barely can outrun it, so if you use a four pixel location, it's a much smaller list. I could pretty easily determine the minimum location required too to keep one in an area. As a side effect of your "spell" perhaps you could slow the unit down? That will make it move half as fast, and in most cases will make the location stay better. You're already creating zerglings, why not create them, move them under the unit, then kill them. That would slow them down.

Zerglings are way to small to be accurate. there is no good way to help you, sorry. From the looks of the video, it was broken on an ultralisk, but you said that an 8x8 location works. Perhaps you could post your triggers if you haven't gotten it working yet.



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

Jun 29 2009, 5:39 am Neki Post #16



That what I would recommend, creating burrowed units and then moving it under the unit you want the location to follow. The only unit that I can't get this to work with is Zerglings, because they're so damn small. The ultralisk and speed vulture cannot outrun the location with the speed decrease. I've only tested those three and a firebat however.

Post has been edited 1 time(s), last time on Jun 29 2009, 5:45 am by Ultimo.



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Jun 29 2009, 6:01 am crutex Post #17



Quote from rockz
the units linked in my previous post can outrun a pixel location. Most just barely can outrun it, so if you use a four pixel location, it's a much smaller list. I could pretty easily determine the minimum location required too to keep one in an area. As a side effect of your "spell" perhaps you could slow the unit down? That will make it move half as fast, and in most cases will make the location stay better. You're already creating zerglings, why not create them, move them under the unit, then kill them. That would slow them down.

Zerglings are way to small to be accurate. there is no good way to help you, sorry. From the looks of the video, it was broken on an ultralisk, but you said that an 8x8 location works. Perhaps you could post your triggers if you haven't gotten it working yet.
Sure I posted the trigs up a few posts. I'll try moving the lings before killing them.

Moving them before killing had no slow down effect :stfu:



None.

Jun 29 2009, 3:11 pm crutex Post #18



Quote from crutex
Quote from rockz
the units linked in my previous post can outrun a pixel location. Most just barely can outrun it, so if you use a four pixel location, it's a much smaller list. I could pretty easily determine the minimum location required too to keep one in an area. As a side effect of your "spell" perhaps you could slow the unit down? That will make it move half as fast, and in most cases will make the location stay better. You're already creating zerglings, why not create them, move them under the unit, then kill them. That would slow them down.

Zerglings are way to small to be accurate. there is no good way to help you, sorry. From the looks of the video, it was broken on an ultralisk, but you said that an 8x8 location works. Perhaps you could post your triggers if you haven't gotten it working yet.
Sure I posted the trigs up a few posts. I'll try moving the lings before killing them.

Moving them before killing had no slow down effect :stfu:
Do they perhaps have to me moved to a new location (create anywhere move to under and then kill)?
I'll test that after these pork chops :3



None.

Jun 29 2009, 4:06 pm scwizard Post #19



Quote from crutex
Make a bloody trail :D
Its going to be the basis for other skills too though :hurr:
Yeah, I'd definitely give the unit that's being tracked or effected by this to a special player. I really don't see another method.



None.

Jun 29 2009, 4:41 pm crutex Post #20



Quote from scwizard
Quote from crutex
Make a bloody trail :D
Its going to be the basis for other skills too though :hurr:
Yeah, I'd definitely give the unit that's being tracked or effected by this to a special player. I really don't see another method.
That doesn't really work when its for Human vs Human



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