Unit Moving
Feb 2 2010, 4:23 am
By: poison_us  

Feb 2 2010, 4:23 am poison_us Post #1

Master has given Dobby a doctorate! Dobby is free!

Is there a way to center/move/order a unit onto a location (that is going to be following a unit) that does not create localized lag?

For example: Creating/moving burrowed units in this manner creates an obscene amount of localized lag under a moving unit...and so do air units, IIRC.
What this would be for is basically a "torch" or "nighttime" sight, where I don't want the usual range of vision a unit normally has.

The only thing that would work is ordering cloaked air units, but players would be able to see the units, which I don't want under any circumstances. Also, if possible, I'd like for the unit to be a ground unit, otherwise my hero could see over walls, which despite being a nice real-life talent, would be icky in a map.





Feb 2 2010, 4:35 am ClansAreForGays Post #2



make a 1x1tile loaction called follow

brings 0 'hero' to location 'follow':
move 1 burrowed ling to follow.
center location follow on hero.
preserve trigger.

Quote
What this would be for is basically a "torch" or "nighttime" sight, where I don't want the usual range of vision a unit normally has.
you could have the torch be an actual scv u control called 'torch' and have said scv holding a psi emitter belonging to the player you have vision with.




Feb 2 2010, 5:27 am Pinky Post #3



Quote from ClansAreForGays
you could have the torch be an actual scv u control called 'torch' and have said scv holding a psi emitter belonging to the player you have vision with.

I just tested that on my map, it didn't work. Apparently it looses vision-giving capabilities once it goes into the SCvs hands.

I had a similiar issue a while back, from recollection I believe rockx helped me get the timing right so I could create and remove a burrowed unit just quick enough to give vision (and keep the vision) but not enough to slow the unit or even show the burrowed unit.

WILL TRY TO LINK POST



None.

Feb 2 2010, 10:11 am JaFF Post #4



I did this for VHP once, it applies here as well:
1. Create a regular zergling at your hero's position
2. Center location on said zergling
3. Remove zergling
4. Get your vision unit to the location of the zergling

This will cause problems if you are surrounded by ground units (enemies in a fight), but you can counter that by detecting whether the created zergling is within a certain range of the hero. The only minor issue you can't really avoid is the fact that your vision will be slightly displaced to one side.

You can also pick the size of the location wisely and do what CAFG suggested to create almost lagless movement.



None.

Feb 2 2010, 2:39 pm Pinky Post #5



http://www.staredit.net/topic/6771/#140413

Here.

Rockz made and example map for me, I have linked it here: http://sites.google.com/site/whathuh052/Vision.scx?attredirects=0

Hope that's ok Rockz.



None.

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