Staredit Network

Staredit Network -> Concepts -> Micro Scan
Report, edit, etc...Posted by T3mplaR on 2005-09-19 at 08:59:30
Yes I doubt this is going to work and if he is using 1000's of triggers we'll have SC 2 by the time he realeses it (or Starcraft III for that matter)

Edit: oh nevermind I didnt see the second page wallbash.gif
Report, edit, etc...Posted by scwizard on 2005-09-19 at 17:41:42
Dled the map.

You compared it to EUDs, that was the wrong comparisons.

http://www.staredit.net/index.php?download=2077

That would be a better comparison.
Report, edit, etc...Posted by fishgold on 2005-09-19 at 20:25:29
FYI: Beta Version has been released! Check out page1

Entire Engine uses about 600 triggers(or maybe slightly more or less) to effectively perform Micro Scan, Coordinate Detection and Velocity Detection.

If you can't think of any application, I would say this Engine is really fuitile, a useless piece of trigger-consuming monster, but if you have got a vision.. then this thing is a bomb.

Perhaps I need to show off some examples.. Ofcouse, after my final exam.

PS: I've bursted my ass yesterday to finish this. I'm just glad at the fact that I had a patience to finish this, not that I achieved something new. Excitment is just for a moment.. smile.gif
Report, edit, etc...Posted by MapUnprotector on 2005-09-19 at 20:33:39
A more advanced variation of zoning would be a better comparison too.

I like your effort. You've explored different ways to do a "zoning" type method, and by that I mean long chains of triggers which go through each "thing" in one cycle. And then storing that information and using it with coordinates and stuff. And you've done it on a bigger scale.
Report, edit, etc...Posted by fishgold on 2005-09-19 at 21:00:31
QUOTE(devilesk-A-dur @ Sep 20 2005, 12:33 PM)
A more advanced variation of zoning would be a better comparison too.

I like your effort. You've explored different ways to do a "zoning" type method, and by that I mean long chains of triggers which go through each "thing" in one cycle. And then storing that information and using it with coordinates and stuff. And you've done it on a bigger scale.
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But the problem is that Micro Scan is still too slow.. If there are like 1650 units on the map, it will take more than, say 1 min? And if it takes 1 min to scan entire map then Coordinate Detectiona and Velocity Detection become useless. lol, evaluating velocity after 1 min.. That's crazy..

I could just copy triggers multiple times to increase the Scanning speed, but... no way. Too much work for small enhancement.
Report, edit, etc...Posted by AFL-InuYasha on 2005-09-19 at 21:23:21
the concept was there man, but there was nutin to bak it up makin it worth while, 1 min scans r pretty much useless, unless its some sort of covert map where a satelite takes time to scan for life in different areas, but too long and too many trigs and locations, srry man, unless u can shorten it, its a wreck, just hope SC2 supports variables in triggers then we have an answer
Report, edit, etc...Posted by fishgold on 2005-09-19 at 21:55:23
QUOTE(AFL-InuYasha @ Sep 20 2005, 01:22 PM)
the concept was there man, but there was nutin to bak it up makin it worth while, 1 min scans r pretty much useless, unless its some sort of covert map where a satelite takes time to scan for life in different areas, but too long and too many trigs and locations, srry man, unless u can shorten it, its a wreck, just hope SC2 supports variables in triggers then we have an answer
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I was talking about the worst case.


Here is few things you need to know before judging my algorithm's efficiency.

128 x 128 = 16384 grids

If you run scan on hyper triggers, average scanning time will be 2048/10 sec. 204 secs whether there are 1650 units or not. Would you want to wait 204 secs when there are few units on the map?

What about locations I've saved potentially? You no longer need to make any more locations. By spending about 150 locations you can do anything you want. Isn't this something worth?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-09-20 at 01:10:48
QUOTE(AFL-InuYasha @ Sep 19 2005, 06:22 PM)
the concept was there man, but there was nutin to bak it up makin it worth while, 1 min scans r pretty much useless, unless its some sort of covert map where a satelite takes time to scan for life in different areas, but too long and too many trigs and locations, srry man, unless u can shorten it, its a wreck, just hope SC2 supports variables in triggers then we have an answer
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Are you insane, if there is a SC2(which I HIGHLY DOUBT... HIGHLY) then it will most obviously have variables. Wc3 editor has variables and its been what 4 years. I doubt there will be SC2 because of my insider information from my cousin at blizzard. Maybe in like 5 years but no sooner. Blizz is expanding its library there going to make somthing new. Diablo/Warcraft/Starcraft get old Warcraft will go on but diablo and starcraft are pretty much dead for awhile.

And if you had this skills to you could create a program sort of like the trigger duplicator. It would fill in variables with presets you make. And if you have 255x each trigger it would work instantly. Thats the only way this will be worth while or of any use to the average mapper.
Report, edit, etc...Posted by fishgold on 2005-09-20 at 01:58:52
QUOTE(Kept_Wheat @ Sep 20 2005, 05:10 PM)
And if you had this skills to you could create a program sort of like the trigger duplicator. It would fill in variables with presets you make. And if you have 255x each trigger it would work instantly. Thats the only way this will be worth while or of any use to the average mapper.
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EDIT: Whoops.. I misunderstood. Duplicating triggers by 255 times will increase the size of the map enormously. So that's not a good idea. However adding more skip schemes will save scanning time.
Report, edit, etc...Posted by AFL-InuYasha on 2005-09-20 at 11:45:03
massive amount of triggers required, 150 locations, i use 1 for ea player that keeps centering and whenevr cpu unit comes in contact, tigger activates, i dont even have 255 triggers and i have atleast 100 dif events with up to 5 different parts to ea, i just use universal triggers (triggers that can b used for more then one purpose), ive pretty much perfected my universal triggers, cant make a program tho, requires too much human thinking, maybe ill write a tutorial on them once i done my map, maybe

o ya, and havin the same building do different things in different places, i divide the map into enough areas that in each area theres no 2 of the same buildings, works fine for me
Report, edit, etc...Posted by Gigins on 2005-09-20 at 14:59:15
I don't see how this massive trigger stuff is better than old ways.
Report, edit, etc...Posted by AFL-InuYasha on 2005-09-23 at 08:14:11
i agree, too many triggers used, i use less triggers and less locations on a 256x256 map and it works without lag, without pauses. so really, wats the point, unless a satelite scanning systemmaybe if a unit exists on a sqr, the player who scanned gets a blinded wraith or nsumtin moved to that sqr so player can see which units afe where, but that would require more triggers, unless u add actions to existing triggers
Report, edit, etc...Posted by Staredit.Net Essence on 2005-09-23 at 14:10:25
Check out (U)Bolt_Head's coordinates map. its crazy and it works. Took me like 5 minutes to understand it.
Report, edit, etc...Posted by AFL-InuYasha on 2005-09-27 at 20:45:23
i still dont see the pros of massive triggering, maybe for actually scanning the map sqr by sqr, but you'd need a pretty damn good warfare map to back-up the effort of the triggering, then maybe the system could be used to track the movement of different vehicles you can get into and use, i dunno, i guess it matters how you plan to use it
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