Vision ranges
Sep 2 2007, 9:46 pm
By: FatalException  

Sep 2 2007, 9:46 pm FatalException Post #1



What're the radii in normal size grid squares of Raynor (Marine)'s and Terran Dropship's vision range? (First question answered.) And if I were to make locations that encompass all of it, would I be better off with just a square, or a vertically larger rectangle and a horizontally larger rectangle centered on the unit? Thanks!

Post has been edited 1 time(s), last time on Sep 2 2007, 10:10 pm by FatalException.



None.

Sep 2 2007, 9:48 pm Falkoner Post #2



I think they are somewhere around 8x8, use a square since their vision is circular.



None.

Sep 2 2007, 9:59 pm FatalException Post #3



Quote from Falkoner
I think they are somewhere around 8x8, use a square since their vision is circular.
An exact number would be nice, and my problem is shown in the following diagram:
The grey-blotched areas are in the actual vision range, the circles represent vision range and the rectangles represent the locations. It's either too little or too much.



None.

Sep 2 2007, 10:07 pm Ultraviolet Post #4

We do a little trolling

According to datedit Raynor's sight range is 7, while the dropship's sight range is 8.



My Projects:

Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

Sep 2 2007, 10:10 pm Falkoner Post #5



Go with a bit too much, nothing really wrong with it being a tiny bit over.



None.

Sep 2 2007, 10:18 pm FatalException Post #6



Quote from Falkoner
Go with a bit too much, nothing really wrong with it being a tiny bit over.
Well, the problem with that is that I have an ability that spawns a probe, but that probe can't stray too far from Raynor, because it's invincible (and supposed to represent a bomb-guiding laser). I'd use an observer, but it can't build (it's a secret) and it can see too far.



None.

Sep 5 2007, 1:01 pm cheshire_d0g Post #7



You can reduce the observer's vision range by blinding it. This would also require using the same unit being given to|from neutral player, instead of spawning a new one every time. Which would nevertheless still not give the obs abiblity to build anything )



None.

Sep 7 2007, 2:53 am purple100 Post #8



As I recall, Warcraft II's map editor had fields for both unit vision and attack ranges. That's about the only feature of that editor that I miss. There's so many places in Starcraft that the fields would be useful in, and I can't imagine that they would be any hassle to implement in the game engine. Oh well. Starcraft II will probably have the ability to modify vision ranges so that nobody has to come up with these quirky methods to limiting/extending sight.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
Please log in to shout.


Members Online: Roy