Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Detecting Nuke.
Detecting Nuke.
Nov 4 2008, 8:12 pm
By: Pigy_G  

Nov 4 2008, 8:12 pm Pigy_G Post #1



Okay i think loveless posted somthing about this but I couldn't find it... Anyways I was just thinking if it would be possible to detect nuke the following way..

First, we assume they already have a nuke to use.

Next when they cast nuke we detect it by the bring trigger for a location just above their silo.

Then using EUD mouse location and preplaced locations we can find out where they clicked.

The downside of this is that nuke has a delay period of clicking and when it actually go's off so somone could easily move their mouse from the original location.

HOWEVER using the above method and replacing EUD mouse detection with the FRAGS concept, replacing 2 scrouges with 2 ghosts, If you have all three ghosts selected and you nuke with the other one couldnt you find where they casted the nuke? After they click they click we keep track of that first location.



None.

Nov 4 2008, 8:30 pm Vi3t-X Post #2



We already know how to detect where nukes will land.

"Calling Down Ursadons" is an example map made by MillenniumNavy (OMGWTF?) to prove that this has been done.



None.

Nov 4 2008, 8:34 pm Pigy_G Post #3



Link please? and I mean like the red dot part, not the nuke itself.

EDIT: and MN is a douchebag hacker.

Post has been edited 1 time(s), last time on Nov 4 2008, 8:41 pm by Pigy_G.



None.

Nov 5 2008, 12:00 am KrayZee Post #4



http://www.staredit.net/files/586/

'Calling Down Ursadons' was part of the one hour map contest hosted by Clan Oo. Also, the map actually won the contest. Also the map I linked (And made myself) was finished before MillenniumNavy's map.



None.

Nov 5 2008, 12:35 am Pigy_G Post #5



No I mean detecting the red dot that signals a nuke is coming, Detecting where they cast that red dot.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[04:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[04:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[04:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[06:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[03:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[03:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
[2026-6-19. : 9:57 am]
Oh_Man -- artosis dropped pretty interesting vid: https://youtu.be/EqZHB8Blra4
[2026-6-18. : 5:01 pm]
Ultraviolet -- :wob:
[2026-6-17. : 6:15 am]
RexyRex -- :wob:
Please log in to shout.


Members Online: NudeRaider