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Staredit Network -> UMS Assistance -> Unit's movement become slower..
Report, edit, etc...Posted by fishgold on 2005-10-12 at 19:34:22
Fact: If you make some location to follow your unit, and constantly create and remove some other unit in that location then the unit that location follows will move slower.

I want a logical explaination to this. Can anybody explain what really cause this to happen?
Report, edit, etc...Posted by Toothfariy on 2005-10-12 at 19:46:43
its cause the game makes the unit move to make room for the other unit and while one is moveing it has to follow 2 ai's. the move and the creation of the units.
Report, edit, etc...Posted by Urmom(U) on 2005-10-12 at 20:02:10
I think that it has to due to te fact that the unit is created in the middle of the location and pushes the other one out of the way for a split moment slowing it down. For air units being created on top, I think that it is because of the glitch where if you put an observer exactly on top of a turret, it won't spin. Some crazy Starcraft logics I guess.
Report, edit, etc...Posted by Do-0dan on 2005-10-12 at 20:06:51
units dont get created right on top or below the unit that is already there........(if it did, then there wouldnt be a problem for not being able to create unit at a location for mass maps)
Report, edit, etc...Posted by DT_Battlekruser on 2005-10-12 at 23:55:07
My guess is that it is a bug in the Starcraft displacement detection code. It first detects that two units overlap, putting a displacement action on the stack, persay, and then sorts them as two different elevations. The "move the unit up 0, over 0" action conflicts with the motion AI. That's all I can think of.
Report, edit, etc...Posted by Kumano on 2005-10-13 at 08:08:01
When I've tried it doesn't slow down... Do you create and remove them directly after in the same trigger?
Report, edit, etc...Posted by PCFredZ on 2005-10-13 at 16:11:27
QUOTE(Blizzard)
How long does it take for a trigger action to take place?

Many trigger actions take place instantly and can be checked by the conditions of the very next trigger that is firing (such as setting switches). Other actions take more time to complete and may require a wait or short delay before testing against or modifying the results of the action. A typical example of a "slow" action would be moving or creating units. If you create or move a unit, you may wish to put a short pause (100 milliseconds or so) before checking if that unit is there with another trigger's conditions or modifying that unit with the action of some other trigger. Fast actions are setting switches, resources or score while slow actions are moving or placing of units.


Source
Report, edit, etc...Posted by Toothfariy on 2005-10-13 at 18:11:28
yeah it's the overlap thing. but then why is it that when you stack building in the air they dont move when the game starts? i've seen it in a map. cause the building is lifted and there is like 60 others in the exact same spot.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-13 at 18:55:54
QUOTE(Toothfariy @ Oct 13 2005, 02:11 PM)
yeah it's the overlap thing. but then why is it that when you stack building in the air they dont move when the game starts? i've seen it in a map. cause the building is lifted and there is like 60 others in the exact same spot.
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I dunno its something wiht starcraft. Like...you can build command centers manually with an scv and lift them all on the same spot and have a bunch stacked...they don't act like units.
Report, edit, etc...Posted by Toothfariy on 2005-10-13 at 18:59:02
hmm but they are stationary unit's. so mabey they dont abide by the rules of normal moving units. i smell a glitch... crazy.gif
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-13 at 19:06:13
QUOTE(Toothfariy @ Oct 13 2005, 02:59 PM)
hmm but they are stationary unit's. so mabey they dont abide by the rules of normal moving units. i smell a glitch... crazy.gif
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You just can't wait to find a glitch can you? lol. I don't think its a glitch i think they meant it to be that way. Because...why would blizzard make buildings float around if they touched each other? Thats kinda dumb...even though buildings can't fly, if they could they would just destroy each other not push each other around
Report, edit, etc...Posted by Do-0dan on 2005-10-13 at 19:15:36
QUOTE(Veritaserum @ Oct 13 2005, 05:06 PM)
I don't think its a glitch i think they meant it to be that way. Because...why would blizzard make buildings float around if they touched each other? Thats kinda dumb...even though buildings can't fly, if they could they would just destroy each other not push each other around
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so how come carriers and other mechanical air units arent destroying each other by pushing each other around
Report, edit, etc...Posted by Urmom(U) on 2005-10-13 at 19:16:56
i think hes talking about in real life...
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-13 at 19:22:46
QUOTE(urmom @ Oct 13 2005, 03:16 PM)
i think hes talking about in real life...
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thank you for pointing it out
Report, edit, etc...Posted by DT_Battlekruser on 2005-10-13 at 21:21:33
QUOTE(Kumano @ Oct 13 2005, 05:08 AM)
When I've tried it doesn't slow down... Do you create and remove them directly after in the same trigger?
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Yes, but you have to do it constantly under hypertriggers. It's not the fact that there's a burrowed unit under it, it's the constatnt creation and removal of them that is the cause of the slowing effect.


QUOTE(PCFredZ @ Oct 13 2005, 01:11 PM)
QUOTE(Blizzard)
How long does it take for a trigger action to take place?

Many trigger actions take place instantly and can be checked by the conditions of the very next trigger that is firing (such as setting switches). Other actions take more time to complete and may require a wait or short delay before testing against or modifying the results of the action. A typical example of a "slow" action would be moving or creating units. If you create or move a unit, you may wish to put a short pause (100 milliseconds or so) before checking if that unit is there with another trigger's conditions or modifying that unit with the action of some other trigger. Fast actions are setting switches, resources or score while slow actions are moving or placing of units.


Source
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Bingo. That's it.
Report, edit, etc...Posted by in_a_biskit on 2005-10-14 at 06:34:35
Why would the length of time a trigger or action takes to execute affect the speed of a unit at the location of the action?
Report, edit, etc...Posted by The_Shattered_moose on 2005-10-14 at 23:19:36
Displaced more times per second= slower, quite simple really.
Report, edit, etc...Posted by in_a_biskit on 2005-10-15 at 04:46:49
Sorry for being really slow, but I still don't get it. dontgetit.gif

Are you saying that the act of creating a unit on top of (or below) another one "displaces" it somehow, and that makes the unit stop moving for a short while, or is it something else completely?

And I'm not exactly sure if or how that links to the speed of the trigger actions either...
Report, edit, etc...Posted by The_Shattered_moose on 2005-10-15 at 11:08:58
Read up in the thread, thats what they said, the movement gets overriden for a splitsecond because a unit that "overlaps" is created, therefor slowing down a bit.
So if you were using regular triggers, the movement would only get overriden say once every second, while with hypers, it would be overriden several dozen times per second, thus slowing it down more.
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