Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: vHP units misplacing.
vHP units misplacing.
Apr 15 2010, 3:04 am
By: Jack  

Apr 15 2010, 3:04 am Jack Post #1

>be faceless void >mfw I have no face

Map link

Essentially, when you get several of the zealots following you, and bunch them up, and then shoot the middle zealot, 3 or so zealots are created instead of just one. My theory as to why this is happening is that because hypers don't run every frame, some of the times the trigger runs when a different nearby zealot has moved just enough to block the small 1x1 location. So the trigger starts creating zealots as it should. Is there any way to make the zealots spawn correctly?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Apr 15 2010, 3:38 am Kaias Post #2



Quote from Jack
My theory as to why this is happening is that because hypers don't run every frame, some of the times the trigger runs when a different nearby zealot has moved just enough to block the small 1x1 location. So the trigger starts creating zealots as it should. Is there any way to make the zealots spawn correctly?
That's essentially what's happening, though it'd be more accurate to say that a nearby zealot has moved just enough to block zealot collision area around the 1x1 pixel location.

Move a zealot sized location there before creating and decreasing the health dc to check if the area is open. This could mean the zealot is waiting for sometime, however, if there are that many zealots there then one missing for a few loops isn't going to matter. This could mess up as well, as I believe zealots have offset collision sizes. Instead you could create the zealot at the location for a player other than Player 7 and then check if a zealot is in the 1x1 location, if not either removed the created zealot and try again next loop or just move the 1x1 pixel location to it (it'll be displaced) and then give it to Player 7.

Also, in your uncommented triggers for Player 8, the wrong switch is checked in the conditions of the location 4 trigger.



None.

Apr 15 2010, 2:42 pm rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

zealots can escape a 1x1 location with ease.



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

Apr 15 2010, 3:14 pm Kaias Post #4



Quote from rockz
zealots can escape a 1x1 location with ease.
They are slowed.



None.

Apr 15 2010, 7:07 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

They are slowed and non-upgraded, correct? A slowed zealot has a movespeed of 4/2. A slowed zealot with movement upgrade has a movespeed of 6/2, just enough to escape the location. I believe slowing works by making units stop moving for one frame (which is why they look so jumpy). They will still move at their full speed for one frame. In the case of an upgraded zealot, moving 6 pixels down will make the location no longer be inside the zealot. Perhaps some detailed testing will be required, though.



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

Apr 17 2010, 5:25 am Jack Post #6

>be faceless void >mfw I have no face

I'm using standard un-upgraded zealots, slowed by burrowed units moved under every cycle.

Is there a list or an easy way to work out what units can't escape a 1x1 location, if they're slowed?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Apr 19 2010, 1:40 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/wiki/Unit_Speeds
anyone whose speed is larger than one of their dimensions will escape a pixel location. Anyone with a crazy non-rational number has a high probability of having a large movement speed in its iscript sequence. Things like zerglings and hydras come to mind, but I'm not sure about them.



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

Apr 19 2010, 3:11 am Jack Post #8

>be faceless void >mfw I have no face

Upgraded zealots have a movement speed of 6, and an x size of 27, yet I thought they could escape a 1x1?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Apr 19 2010, 3:21 am Kaias Post #9



Quote from Jack
Upgraded zealots have a movement speed of 6, and an x size of 27, yet I thought they could escape a 1x1?
If their movement speed is greater than or equal to 1/4 of one of their dimensions they'll be able to escape it (if my logic serves me correctly). In order to escape manual slowing it must be greater than or equal to 1/2 of any of their dimensions to escape (again if my logic serves).



None.

Apr 19 2010, 12:25 pm rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

No, each unit has 4 dimensions: up, down, left, right. In order to escape manual slowing its must be greater than one of these dimensions. In order to escape normal units, its speed must be greater than half of one of its dimensions (or 2 speed > 1 dimension).

The reasoning is that units move at a given rate per frame, and hypers run every 2 frames. Slowed units move every 2 frames.

Zealots have a height of 5, making them very short. When upgraded and slowed, the zealot can move down, and be displaced 6 pixels, and the location won't be able to find him.



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

Apr 19 2010, 7:24 pm Jack Post #11

>be faceless void >mfw I have no face

How can I find out what those 4 dimensions are for other units?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Apr 19 2010, 7:31 pm ImagoDeo Post #12



DatEdit.



None.

Apr 19 2010, 8:23 pm Kaias Post #13



Quote from rockz
No, each unit has 4 dimensions: up, down, left, right. In order to escape manual slowing its must be greater than one of these dimensions. In order to escape normal units, its speed must be greater than half of one of its dimensions (or 2 speed > 1 dimension).

The reasoning is that units move at a given rate per frame, and hypers run every 2 frames. Slowed units move every 2 frames.

Zealots have a height of 5, making them very short. When upgraded and slowed, the zealot can move down, and be displaced 6 pixels, and the location won't be able to find him.
The only dispute was in what we call a dimension. I just didn't make mention of offset collision sizes.



None.

Apr 20 2010, 1:41 pm TiKels Post #14



Also: It resets the acceleration back to the start if I am not mistaken. Though I have no idea if zealots have any acceleration at all.



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Apr 20 2010, 6:32 pm rockz Post #15

ᴄʜᴇᴇsᴇ ɪᴛ!

No, then nobody would ever move faster than their base acceleration. Acceleration is normal, the unit just doesn't move for one frame.



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

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