Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Movement Detection Direction
Movement Detection Direction
Feb 6 2010, 5:52 am
By: Newb  

Feb 6 2010, 5:52 am Newb Post #1



Ok, so I've seen a few people asking if there was some other way to detect a unit's direction without mobile grids ( don't know why ), but here is what I made. It works almost perfectly and is very precise; however, it will slightly slow down the unit, but it's not by that much. Move around Hunter Killer ( I centered on wrong location ) Also create a zealot and control the green dot on your minimap =D

I also hope this isn't already a method posted a long time ago.
( Note: Pain in the butt to make this. Everything I have would have to be almost exactly like what I have in order to recreate this )

Attachments:
Movement Detection.scx
Hits: 4 Size: 55.16kb

Post has been edited 2 time(s), last time on Feb 6 2010, 7:45 am by Newb.



None.

Feb 6 2010, 6:31 am stickynote Post #2



It can be done without unit slow down and with only locations.



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Feb 6 2010, 6:41 am Newb Post #3



Yes, but people didn't want to use mobile grids for some reason. As I mentioned. Unless it's a method I'm unaware about.

Post has been edited 1 time(s), last time on Feb 6 2010, 6:48 am by Newb.



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Feb 6 2010, 7:42 am Kaias Post #4



Quote from Newb
Yes, but people didn't want to use mobile grids for some reason. As I mentioned. Unless it's a method I'm unaware about.
http://www.staredit.net/topic/8993/

I suggest reading through the entire thread, as there is a lot of valuable discussion.



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Feb 6 2010, 7:49 am Newb Post #5



Ya if anyone wanted a good one they should use that; however, depending on their map they wouldn't be able to. So I could see people not wanting to use it because I believe you would need a location for every square of your map. Correct me if I'm wrong.



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Feb 6 2010, 8:18 am Kaias Post #6



Quote from Newb
Ya if anyone wanted a good one they should use that; however, depending on their map they wouldn't be able to. So I could see people not wanting to use it because I believe you would need a location for every square of your map. Correct me if I'm wrong.
You're wrong. You just need as many locations as the number of pixels your unit can move between trigger loops.



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Feb 6 2010, 4:17 pm Newb Post #7



How do you find how many pixels a unit has moved every cycle? :(



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Feb 6 2010, 4:30 pm stickynote Post #8



Add more locations till it works.



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Feb 6 2010, 4:31 pm Newb Post #9



EDIT: NVM. I found the strafe arena and I'll just learn off of it. Although, I do not have the slightest idea of how to make a mobile grid using this. Such as moving it around the map. If someone wouldn't mind giving a brief explanation, it'd be nice.

Post has been edited 2 time(s), last time on Feb 6 2010, 4:41 pm by Newb.



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Feb 6 2010, 4:54 pm Cinolt Post #10



Quote from Newb
EDIT: NVM. I found the strafe arena and I'll just learn off of it. Although, I do not have the slightest idea of how to make a mobile grid using this. Such as moving it around the map. If someone wouldn't mind giving a brief explanation, it'd be nice.

Honestly, I wouldn't recommend it. It wasn't meant for people new to it to learn from, so it'll probably leave you more confused.

There are three good methods to do what you're trying to do, and they all cause no slowdown and can be pixel accurate. Here are concept maps that are easier to learn from:
http://www.staredit.net/189209/
http://www.staredit.net/189419/ <-- one strafe arena uses
and location grid scanning, which I can't find a map for, but it and other methods are explained here http://www.staredit.net/wiki/Unit_Coordinate_Detection



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[03:29 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.
[08:35 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:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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