Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Vision Update Timer
Vision Update Timer
Jul 26 2013, 4:48 pm
By: jjf28  

Jul 26 2013, 4:48 pm jjf28 Post #1

Cartography Artisan

I want to explore if it's possible to speed up the rate at which player vision is updated.

- Is there a simple trick to do so?
- Is the address for a timer or update time known?

Edit: to be more precise, I want to speed the updates of where fog is

Post has been edited 1 time(s), last time on Jul 26 2013, 11:15 pm by jjf28.



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jul 27 2013, 1:26 am Kaias Post #2



If I remember correctly, a unit getting blinded causes the vision to update that frame. Lethal Illusion knows more about vision than me- I'll try to summon him.



None.

Jul 28 2013, 9:22 pm Lethal_Illusion Post #3



The shortest and easiest answer is to have a computer constantly blind another computer. When a unit is blinded, the vision update timer is reset, instantly updating the vision for all players.

I can give you a more detailed answer if you'd like, but simply constantly blinding a unit should work.



None.

Jul 28 2013, 9:57 pm jjf28 Post #4

Cartography Artisan

I am a fan of details, toss 'em my way if it's not a bother :) (not for blinding ai tho, I have that down)

I'll setup some blinders, thanks!



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jul 28 2013, 10:02 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from jjf28
- Is the address for a timer or update time known?

Edit: to be more precise, I want to speed the updates of where fog is
this is an interesting concept...

I'm pretty sure the update timer is likely hard coded at 100 frames

Maybe you can pause the game and use artmoney/cheat engine in single player to find the address?



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

Jul 29 2013, 1:31 am Lethal_Illusion Post #6



Quote from jjf28
I am a fan of details, toss 'em my way if it's not a bother :)

Note: when I'm talking about frames, I'm talking about animation frames, 24 / second on fastest.

Fog of War updates once every 100 frames, or once every ~4 seconds. When a unit is blinded, this timer is reset and FoW instantly updates. I assume the developers did this so when one of your units is blinded, the effect is instantaneous.

The test map I've attached was originally made for another reason (revealing specific cloaked units without them providing vision), but I've repurposed it. On the right side of the map, you'll see a small area of revealed vision. It's actually provided by a spidermine which is given to a "Shared Vision" computer immediately before the update frame and given away immediately afterwards (so you'll never see the unit). When you blind a unit, the vision update timer is reset, so you're no longer able to see that area.

Attachments:
cloak test [vFinal3].scx
Hits: 6 Size: 49.45kb



None.

Jul 29 2013, 3:49 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

If you're going to look into memory, there's likely a timer on a per unit basis for revealing cloaked units. Every 30 frames, the game checks for new cloaked units under detectors, but it only reveals one per frame (might do more if you leave it on long enough)

I never looked into the memory when testing this initially, but the units definitely pop in and out of vision based on detection and time.



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

Jul 29 2013, 4:57 am Kaias Post #8



Quote from rockz
If you're going to look into memory, there's likely a timer on a per unit basis for revealing cloaked units. Every 30 frames, the game checks for new cloaked units under detectors, but it only reveals one per frame (might do more if you leave it on long enough)

As I understand it, the units with indexes 30, 60, 90, 120.. have their "detected" status updated on one frame, then the units with indexes 29, 59, 89, 119 etc update on the next loop. Then indexes 28, 58, 88, 118.. on the next frame and so on, so that in 30 frames all 1700 units' detected status updates and the cycle continues. Except, this isn't the normal unit index, its the units' index in an array that's repopulated every 300 frames. Creating and killing units will shift where others units are within it, though only once it gets to that 300th frame.

Post has been edited 1 time(s), last time on Jul 29 2013, 7:26 am by Kaias.



None.

Jul 30 2013, 7:33 pm Wormer Post #9



Hello, guys! :) Just a quick question while the topic is hot: I forgot what should I do to make medic constantly and reliably blind let's say a marine? I'm resembling something that if I just make a marine attack the medic it might not work well.

Post has been edited 1 time(s), last time on Jul 30 2013, 7:40 pm by Wormer.



Some.

Jul 30 2013, 7:49 pm jjf28 Post #10

Cartography Artisan

http://www.staredit.net/topic/13823/

Quote
Optical Flare
Only casts if Restoration requirements fail.
Only casts when energy is at max.
If idle, the target range is a 1024 box-pixel radius, otherwise it is a 288 box-pixel radius.
Does not target Interceptors, Spider Mines, Scarabs, or workers harvesting gas.
Does not target units that are blind.
The maximum HP+Shields must be greater than 80.
Will blind clean detectors(No blind,lockdown,maelstrom,stasis) as an exception.

Restoration
Target range is a 1024 box-pixel radius.
Target unit's HP+Shields must be greater than 60.
Unit must have one of the following status ailments: Ensnare, Plague, Irradiate, Lockdown, Maelstrom, Acid Spores.
If an unknown condition is met, then it will check the entire map for units with parasite or maelstrom.

Not sure if there's a way that will yield perfectly timed blinds, tho i'll be looking into that later, you can also bathe the medics in plauge to have other medics cast restoration & remove blind.

Attachments:
blindme.scx
Hits: 4 Size: 102.71kb

Post has been edited 2 time(s), last time on Jul 30 2013, 7:59 pm by jjf28.



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jul 30 2013, 10:01 pm Wormer Post #11



Thanks jjf28! My tests show that a firebat spawning at medic (with no other units attacking it) will be blind in around 10-12 trigger cycles. I believe this mostly depends on firebat's rotation angle at spawn.



Some.

Jul 31 2013, 12:24 am Leeroy_Jenkins Post #12



Quote from Wormer
Thanks jjf28! My tests show that a firebat spawning at medic (with no other units attacking it) will be blind in around 10-12 trigger cycles. I believe this mostly depends on firebat's rotation angle at spawn.

Yeah I'm also pretty sure you could control for this with a queue of pre-faced units.



None.

Jul 31 2013, 12:43 am jjf28 Post #13

Cartography Artisan

Can anyone quickly grab the medic ai script? would be nice to rule out randomization but I can't find the program I usually use :(

Edit: Gotcha

Post has been edited 1 time(s), last time on Jul 31 2013, 1:03 am by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

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Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
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[2026-7-16. : 6:26 am]
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