Wall Detection
May 25 2008, 11:31 pm
By: midget_man_66  

May 25 2008, 11:31 pm midget_man_66 Post #1



alright, if you look at some of my other posts im currently working on a bound and a defence. (wich i hope to god i will finish) but anyway, i need to find a way to detect walling. i know the super ancient map "Pick Your Defence" has it.. but im not sure how to do it. if you have any ideas, suggestions, slaps in the face, i will accept them. thanks :D



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May 25 2008, 11:33 pm Falkoner Post #2



I actually just opened up one of the "Choose Your D" maps and it used the Move order, like I said in the other post.



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May 25 2008, 11:36 pm midget_man_66 Post #3



oh, i didnt read the other post srry... but you said use the "Move" order? i got a question.. is the computer unallied? im worried that the priority of the units will be set to attacking rather then reaching the destination



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May 25 2008, 11:38 pm Falkoner Post #4



If you use the Move order they will try to get there, and ignore any attacks, but if something gets in their way to the point that they no longer think they can get through, they will stop the Move order and begin to attack. So to answer your first question, yes, they are unallied.



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May 26 2008, 1:57 pm Brontobyte Post #5



Walling Detection

This map uses burrowed Vulture Spider Mines and gives them to a player going down the path. When it detects when a units over top of the mine, it dose a 180o and goes back up untill it hits the end of the top of the path. When this happens it does another 180o and goes back down. It keeps on repeating this process untill it can make it all the way down to the other side of the path. If It cant make it to the other side then you have a wall. :) *Slaps midget_man_66* :lol:



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May 26 2008, 6:42 pm midget_man_66 Post #6



heh, thats a kool method. really kool. but i think the "order-move" works fine.



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May 27 2008, 6:52 pm Kow Post #7



It doesn't work when your the units blocking aren't the units attacking, for say, if units are out of reach, or you're blocking by pylons.



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May 30 2008, 4:19 pm Clokr_ Post #8



Another wall detection method, just in case someone needs it:

http://www.staredit.net/files/443/



?????

May 30 2008, 11:12 pm Falkoner Post #9



I once saw a really simple method of wall detection, at the beginning of each level the map would send a large unit(an ultralisk, in this case) and check to make sure it reached the end eventually, if it didn't reach the end after a certain time, some units were killed as a penalty, of course, this doesn't work too well in maps where you have units you can move around to block them.



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May 31 2008, 1:36 am Clokr_ Post #10



Using this last method I posted you can even trace the whole wall and kill it selectively :P



?????

Jun 1 2008, 12:27 pm NudeRaider Post #11

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

Try to use the search function (Community -> Search) before posting:
Another anti-walling thread




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[05:21 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider yeh thts straight up cheating
the mutas yes, the wraiths probably not. Have you even watched the video? ;)
[12:56 pm]
Oh_Man -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
yeh thts straight up cheating
[12:24 pm]
Oh_Man -- arty's done another vid. he's also announced he's going to organise showmatches with pro, with NO maphacks, so we can see its actual capabilities
[2026-9-23. : 10:09 am]
NimoStar -- It can by playing the same map thousands of times. It is similar to AI speedrunning games
[2026-9-23. : 2:30 am]
Symmetry -- I dreamed about that as a kid. The idea of a computer capable of analyzing a starcraft map and calculating the fastest possible way to hit the victory condition
[2026-9-23. : 2:29 am]
Symmetry -- But can AI beat my custom maps?
[2026-9-22. : 12:32 pm]
Oh_Man -- yea APM vs eAPM
[2026-9-22. : 8:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[2026-9-22. : 8:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
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