Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Burrow Detection
Burrow Detection
Jun 20 2010, 2:04 am
By: Tones  

Jun 20 2010, 2:04 am Tones Post #1



Sorry for making so many posts, I just keep running into problems >< I'm making a new kind of map and I realized that I need A LOT of locations for anti cheat stuff. Like 600 locations.... I wanna replace it with the burrowed unit system that people use in bounds. How do people move these burrowed units to, let's say, another obstacle when the first one is done. And how do they rearrange the burrowed units to different squares. Wait... Or do people just put burrowed units all over the map where they wanted locations? Someone help solve the confusion... wiki sen help is all screwed up, it doesn't open.

Sorry for all the questions, much appreciated if you can answer all of them.

Post has been edited 2 time(s), last time on Jun 20 2010, 2:25 am by Tones.



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Jun 20 2010, 2:18 am Biophysicist Post #2



Quote
I'm questioning my question... How many units are you allowed to preplace in a map?
1700, according to GPTP.



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Jun 20 2010, 2:23 am Positively Post #3



I thought it was 1650 :P. Dunno.



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Jun 20 2010, 2:26 am Tones Post #4



How do you kill a unit if it walks ontop of any burrowed unit, let's say, a burrowed hydralisk?



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Jun 20 2010, 2:32 am Biophysicist Post #5



If the burrowed units do not need to be commandable by players, it's easy. Let's say that P9 owns the burrowed dudes. You'd center a location on a burrowed P9 unit, kill units there, and then give the burrowed whatchamacalit to a different player - say, P10. Repeat until P9 owns no burrowed stuff, at which point you give the burrowed dudes back to P9.

@Positively: Well, with plugins in a mod, the unit loop goes up to unit 1700. (Well, technically 1699, 'cause of the zero-index thing, but w/e.) If there weren't that many units defined in the unit array, this would cause random asplosions and crashes, but plugins are stable (unless you have a crashing glitch in your code, ofc). Therefore, there are 1700 indecies defined in the unit array, meaning that you can have up to 1700 units.



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Jun 20 2010, 2:34 am NudeRaider Post #6

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

1700. But it's wise to leave 50 or more units free for interceptors and such.

The best is taking unique units for the burrowed units (e.g. hunter killers) so you don't have to bother about burrow detection. Then you just cycle a location through them and kill all units of the players in question in that location.




Jun 20 2010, 3:13 am Tones Post #7



So like... Something like this?:

Condition:
Player 9 Commands at least 1 Hydra
Action:
Kill all units for Force 1 at Hydra (Location)
Give Hydra for Player 9 to Player 10 at Hydra (Location)
Preserve trigger

Condition:
Player 10 Commands at least 1 Hydra
Action:
Kill all units for Force 1 at Hydra (Location)
Give Hydra for Player 10 to Player 11 at Hydra (Location)
Preserve trigger

Condition:
Player 11 Commands at least 1 Hydra
Action:
Kill all units for Force 1 at Hydra (Location)
Give Hydra for Player 11 to Player 9 at Hydra (Location)
Preserve trigger

Do you mean something like that? Cuz i'm kinda new to this burrow shit.



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Jun 20 2010, 3:21 am Biophysicist Post #8



No, like this:

Player 9 commands at least one hydra: Center location "BLARGHYDRALOLZ" on hydra for P9; kill stuff; give hydra at "BLARGHYDRALOLZ" to P10.
Player 9 commands at least one hydra: Center location "BLARGHYDRALOLZ" on hydra for P9; kill stuff; give hydra at "BLARGHYDRALOLZ" to P10.
Player 9 commands at least one hydra: Center location "BLARGHYDRALOLZ" on hydra for P9; kill stuff; give hydra at "BLARGHYDRALOLZ" to P10.
Player 9 commands at least one hydra: Center location "BLARGHYDRALOLZ" on hydra for P9; kill stuff; give hydra at "BLARGHYDRALOLZ" to P10.
Player 9 commands at least one hydra: Center location "BLARGHYDRALOLZ" on hydra for P9; kill stuff; give hydra at "BLARGHYDRALOLZ" to P10.
Player 9 commands at least one hydra: Center location "BLARGHYDRALOLZ" on hydra for P9; kill stuff; give hydra at "BLARGHYDRALOLZ" to P10.
Player 9 commands at least one hydra: Center location "BLARGHYDRALOLZ" on hydra for P9; kill stuff; give hydra at "BLARGHYDRALOLZ" to P10.
etc
and then
Player 9 commands exactly zero hydra: give P10 hydras to P9.



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Jun 20 2010, 3:27 am Tones Post #9



O so I just have to copy/paste the trigger to the number of burrowed units I have? Do I need a preserve trigger?



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Jun 20 2010, 3:35 am DavidJCobb Post #10



Well, you don't HAVE to... But say you have 5 copies of that trigger, and 50 burrowed units to check... It takes 10 trigger loops to fully check them all. If you have 50 copies of that trigger, the 50 burrowed units can all be checked in one trigger. So the number of copies you need depends on how fast the units all need to be checked.



None.

Jun 20 2010, 3:36 am 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

If you want the effect preserved you need a preserve, otherwise not. Pretty simple, huh?
You can copy the trigger a few times to speed up the process but you can also just wait a few trigger loops until all the units have been checked.




Jun 20 2010, 3:43 am Tones Post #12



I copy/pasted the trig like 36 times cuz I need instant death and it still doesn't work. This is what I did:

(36 times)

Condition:
Player 9 commands at least 1 Hunter Killer
Action:
Move location Hydra on Hunter Killer owned by Player 9 at Anywhere
Kill all Lings owned by Force 1 At Hydra
Kill all Scourges owned by Force 1 At Hydra
Give All Hunter Killer at Hydra owned by Player 9 to Player 10
Preserve Trigger

(Once)

Conditions:
Player 9 commands exactly 0 Hunter Killers
Actions:
Give All Hunter Killer at Hydra owned by Player 10 to Player 9
Preserve Trigger



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Jun 20 2010, 3:45 am DavidJCobb Post #13



Give all Hunter Killer at Anywhere owned by P10 to P9.

Fix'd.



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Jun 20 2010, 4:35 am Tones Post #14



Sorry I waited so long to post, It still doesn't work. It doesn't even kill the units.



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Jun 20 2010, 6:34 am DavidJCobb Post #15



I doubt this'll do anything, but I don't see anything else that could be wrong... Try "brings at least 1 to Anywhere" instead of "commands", for the conditions. P9's an extended player; maybe they've some funky trait that screws with Commands?

Also, this is probably uselessly obvious, but make sure you have burrowed Hunter Killers, and make sure they belong to P9.



None.

Jun 20 2010, 6:53 am Azrael Post #16



Posting the map results in a much faster resolution to your problems.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:11 pm by DevliN. Reason: Mineral abuse.




Jun 20 2010, 12:07 pm NudeRaider Post #17

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

Make sure the triggers are owned by one of P1-8.
P9+ can't run triggers.

Post has been edited 1 time(s), last time on Jun 20 2010, 3:28 pm by NudeRaider.




Jun 20 2010, 2:51 pm Tones Post #18



Alright I'll check everything when I get home later today and I know for a fact that the trigs are owned by p9, so we'll see if that will fix it by changing player. I'll let you guys know...



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