Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Movement Detection Direction
Movement Detection Direction
Feb 6 2010, 5:52 am
By: Newb  

Feb 6 2010, 5:52 am Newb Post #1



Ok, so I've seen a few people asking if there was some other way to detect a unit's direction without mobile grids ( don't know why ), but here is what I made. It works almost perfectly and is very precise; however, it will slightly slow down the unit, but it's not by that much. Move around Hunter Killer ( I centered on wrong location ) Also create a zealot and control the green dot on your minimap =D

I also hope this isn't already a method posted a long time ago.
( Note: Pain in the butt to make this. Everything I have would have to be almost exactly like what I have in order to recreate this )

Attachments:
Movement Detection.scx
Hits: 4 Size: 55.16kb

Post has been edited 2 time(s), last time on Feb 6 2010, 7:45 am by Newb.



None.

Feb 6 2010, 6:31 am stickynote Post #2



It can be done without unit slow down and with only locations.



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Feb 6 2010, 6:41 am Newb Post #3



Yes, but people didn't want to use mobile grids for some reason. As I mentioned. Unless it's a method I'm unaware about.

Post has been edited 1 time(s), last time on Feb 6 2010, 6:48 am by Newb.



None.

Feb 6 2010, 7:42 am Kaias Post #4



Quote from Newb
Yes, but people didn't want to use mobile grids for some reason. As I mentioned. Unless it's a method I'm unaware about.
http://www.staredit.net/topic/8993/

I suggest reading through the entire thread, as there is a lot of valuable discussion.



None.

Feb 6 2010, 7:49 am Newb Post #5



Ya if anyone wanted a good one they should use that; however, depending on their map they wouldn't be able to. So I could see people not wanting to use it because I believe you would need a location for every square of your map. Correct me if I'm wrong.



None.

Feb 6 2010, 8:18 am Kaias Post #6



Quote from Newb
Ya if anyone wanted a good one they should use that; however, depending on their map they wouldn't be able to. So I could see people not wanting to use it because I believe you would need a location for every square of your map. Correct me if I'm wrong.
You're wrong. You just need as many locations as the number of pixels your unit can move between trigger loops.



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Feb 6 2010, 4:17 pm Newb Post #7



How do you find how many pixels a unit has moved every cycle? :(



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Feb 6 2010, 4:30 pm stickynote Post #8



Add more locations till it works.



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Feb 6 2010, 4:31 pm Newb Post #9



EDIT: NVM. I found the strafe arena and I'll just learn off of it. Although, I do not have the slightest idea of how to make a mobile grid using this. Such as moving it around the map. If someone wouldn't mind giving a brief explanation, it'd be nice.

Post has been edited 2 time(s), last time on Feb 6 2010, 4:41 pm by Newb.



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Feb 6 2010, 4:54 pm Cinolt Post #10



Quote from Newb
EDIT: NVM. I found the strafe arena and I'll just learn off of it. Although, I do not have the slightest idea of how to make a mobile grid using this. Such as moving it around the map. If someone wouldn't mind giving a brief explanation, it'd be nice.

Honestly, I wouldn't recommend it. It wasn't meant for people new to it to learn from, so it'll probably leave you more confused.

There are three good methods to do what you're trying to do, and they all cause no slowdown and can be pixel accurate. Here are concept maps that are easier to learn from:
http://www.staredit.net/189209/
http://www.staredit.net/189419/ <-- one strafe arena uses
and location grid scanning, which I can't find a map for, but it and other methods are explained here http://www.staredit.net/wiki/Unit_Coordinate_Detection



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ManCubuS -- Used : " [img=https://i.imgur.com/gpOjTuD.jpeg] "
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