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[G] Unit/Structure Selection Priority - Page 2

Forum Index > StarCraft 2 Strategy
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Kalamity
Profile Joined June 2012
4 Posts
March 17 2013 09:26 GMT
#21
On March 17 2013 17:00 Kaitlin wrote:
Based on what ?


Based on how the game does it.

Read the selection buffer and check each unit (structure) index via:

UnitArrayIndexPosition = ReadMemory(B_SelectionStructure + O_scUnitIndex + i * S_scStructure) >> 18

B_SelectionStructure := SC2EXE + 0x0215BF90
S_scStructure := 0x4
O_scUnitIndex := 0x8

where 'i' is the iteration number of the selected units (beginning at 0).


You will then observer what I surmised in my previous post.
Orek
Profile Joined February 2012
1665 Posts
March 17 2013 18:29 GMT
#22
On March 17 2013 15:47 Kalamity wrote:
+ Show Spoiler +
Thank you for this very helpful guide. I was looking for this exact info. As for

As obvious as it sounds, units/structures of the same type have exactly the same priority. However, I do not know how they are ordered among them at the bottom of the screen. Order of birth seems irrelevant.


They are ordered by their relative positions in the unit array structure (in the memory), which is a function of when they are created - for example:
index = unit
0 = zergling
1 = queen
2 = drone
3 = baneling
4 = hatchery

But, when a unit dies, it's spot becomes free and the next made (completed) unit will be placed there.
So if the drone dies, and then a hydra is made the array index would be:

0 = zergling
1 = queen
2 = hydra
3 = baneling
4 = hatchery

Cheers.
On March 17 2013 18:26 Kalamity wrote:
+ Show Spoiler +
On March 17 2013 17:00 Kaitlin wrote:
Based on what ?


Based on how the game does it.

Read the selection buffer and check each unit (structure) index via:

UnitArrayIndexPosition = ReadMemory(B_SelectionStructure + O_scUnitIndex + i * S_scStructure) >> 18

B_SelectionStructure := SC2EXE + 0x0215BF90
S_scStructure := 0x4
O_scUnitIndex := 0x8

where 'i' is the iteration number of the selected units (beginning at 0).


You will then observer what I surmised in my previous post.

Hi OP here. I'm not a map editor expert, so I don't quite understand what you wrote. Do you mean that's how the priority is decided among, say, Marine A, Marine B, Marine C, Marine D, and Marine E? That's what I wanted to know, and I'm not sure how your example with different units explains it. Did you actually mean
0 = Marine A
1 = Marine B
2 = Marine C
3 = Marine D
4 = Marine E
?
Otherwise, different units will be prioritiezed differently anyways as listed in the OP. I don't think dead drone is replaced by a hydralisk which has entirely different priority, unless we are misunderstanding each other.
Kalamity
Profile Joined June 2012
4 Posts
Last Edited: 2013-03-17 22:07:29
March 17 2013 22:06 GMT
#23
On March 18 2013 03:29 Orek wrote:

Hi OP here. I'm not a map editor expert, so I don't quite understand what you wrote. Do you mean that's how the priority is decided among, say, Marine A, Marine B, Marine C, Marine D, and Marine E? That's what I wanted to know, and I'm not sure how your example with different units explains it. Did you actually mean
0 = Marine A
1 = Marine B
2 = Marine C
3 = Marine D
4 = Marine E
?
Otherwise, different units will be prioritiezed differently anyways as listed in the OP. I don't think dead drone is replaced by a hydralisk which has entirely different priority, unless we are misunderstanding each other.



Sorry, I didn't really explain that well...was posting between games haha. Yes, that is correct - when units have the same priority, they are then ranked according to their positions in the unit array.

If you have two units in the unit array:

0 = Marine A
1 = Marine B

and you make a new Marine (c), the unit array becomes

0 = Marine A
1 = Marine B
2 = Marine C

if Marine B dies, and you make a new Marine (D), the array (and hence the selection order) becomes:

0 = Marine A
1 = Marine D
2 = Marine C

Cheers.
Forsy
Profile Joined May 2011
Canada36 Posts
March 17 2013 22:37 GMT
#24
On a side note of unit selection, is there a way to prevent one mouse click from selecting 2 or 3 units at a time? This is most prevalent when clicking on a worker in a mineral line, and you click once and somehow multiple workers are selected.
Kaitlin
Profile Joined December 2010
United States2958 Posts
March 18 2013 03:34 GMT
#25
On March 18 2013 07:37 Forsy wrote:
On a side note of unit selection, is there a way to prevent one mouse click from selecting 2 or 3 units at a time? This is most prevalent when clicking on a worker in a mineral line, and you click once and somehow multiple workers are selected.


A click will only select one unit. If you're selecting 2 or 3 units, you are inadvertently boxing. Keep your mouse still while clicking is the solution.
Salv
Profile Blog Joined December 2007
Canada3083 Posts
March 20 2013 16:19 GMT
#26
On March 18 2013 07:37 Forsy wrote:
On a side note of unit selection, is there a way to prevent one mouse click from selecting 2 or 3 units at a time? This is most prevalent when clicking on a worker in a mineral line, and you click once and somehow multiple workers are selected.


Don't hold ctrl while clicking?
Forsy
Profile Joined May 2011
Canada36 Posts
Last Edited: 2013-03-21 04:02:45
March 21 2013 03:48 GMT
#27
On March 18 2013 12:34 Kaitlin wrote:
Show nested quote +
On March 18 2013 07:37 Forsy wrote:
On a side note of unit selection, is there a way to prevent one mouse click from selecting 2 or 3 units at a time? This is most prevalent when clicking on a worker in a mineral line, and you click once and somehow multiple workers are selected.


A click will only select one unit. If you're selecting 2 or 3 units, you are inadvertently boxing. Keep your mouse still while clicking is the solution.

I'm fairly certain that I'm not boxing or holding ctrl. It's a glitch that just sometimes happens. Probably when miners are crossing over each other
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