• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 15:52
CET 21:52
KST 05:52
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2BGE Stara Zagora 2026 announced15[BSL21] Ro.16 Group Stage (C->B->A->D)4Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win3
StarCraft 2
General
Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump Chinese SC2 server to reopen; live all-star event in Hangzhou Maestros of the Game: Live Finals Preview (RO4) BGE Stara Zagora 2026 announced Weekly Cups (Nov 24-30): MaxPax, Clem, herO win
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament StarCraft2.fi 15th Anniversary Cup RSL Offline Finals Info - Dec 13 and 14! Tenacious Turtle Tussle StarCraft Evolution League (SC Evo Biweekly)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement Mutation # 501 Price of Progress Mutation # 500 Fright night
Brood War
General
Foreign Brood War Let's talk about Metropolis BW General Discussion [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO16 Group D - Sunday 21:00 CET [BSL21] RO16 Group A - Saturday 21:00 CET
Strategy
Fighting Spirit mining rates Current Meta Game Theory for Starcraft How to stay on top of macro?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread EVE Corporation Path of Exile ZeroSpace Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
TL+ Announced Where to ask questions and add stream?
Blogs
I decided to write a webnov…
DjKniteX
Physical Exertion During Gam…
TrAiDoS
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1950 users

Tricks with pathfinding - Page 4

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 6 7 8 9 Next All
lolsixtynine
Profile Blog Joined January 2011
United States600 Posts
May 02 2011 15:33 GMT
#61
wow this is a really big find - it needs to be patched ASAP!
fiskrens
Profile Joined June 2010
Sweden196 Posts
May 02 2011 15:35 GMT
#62
On May 02 2011 23:39 Zocat wrote:
Pathfinding is very expensive to compute. If you would go via vision (unit vision or overall vision btw?) you would need to constantly check (whenever vision has changed) if there is a better path available. For every unit moving on the field.
I currently dont know if it updates at all (i.e. when a supply depot is lowered / raised) or if unit just computes the path once.


You go after what's known at the time you issue the move command. It would work just like it's working right now, except that you need an array for each player which would take up more memory.

For example, if someone builds a supply depot out of your vision, your array which contains information about the map would remain unchanged and assume that it is still empty/walkable areas.
Baby_Seal
Profile Joined August 2010
United States360 Posts
May 02 2011 15:35 GMT
#63
Yea, I hope this gets patched somehow. Getting that sort of information so easily, without even scouting is just retarded.
Khanz
Profile Joined April 2010
France214 Posts
May 02 2011 15:35 GMT
#64
wow the scrap station rock trick is really nice
Don't worry, zombies eat brains. You're safe
adius
Profile Joined May 2007
United States249 Posts
May 02 2011 15:36 GMT
#65
On May 03 2011 00:30 bgx wrote:
Show nested quote +
On May 03 2011 00:28 Scribble wrote:
Whoa, a new trick was found? That impossible, we have the entire game figured out already!

Sorry, had to take a dig at the "the game is doomed to failure because it's too simple and there's nothing left to discover," crowd. Very cool discovery.

Too bad the only things we discover are mostly non-intended (read they are mistakes).

I would be much more happy if someone would discover how to micro zerg units.


Muta stacking and moving shot were not intended in Brood War, the difference is that in this game all bugs are patched pretty quickly once they're found, regardless of how they affect the game.
drjoe
Profile Joined October 2010
United States66 Posts
May 02 2011 15:50 GMT
#66
If I saw someone do that to me I would assume a hacker but know I will at least think twice when I get a quick perfectly placed pylon.
ZeromuS
Profile Blog Joined October 2010
Canada13389 Posts
May 02 2011 15:54 GMT
#67
Why does this need to be patched? I don't understand. We have finally found a pathing related micro trick. This means there might be other pathing related micro tricks out there yet to discover. This means there really is small amounts of micro that differ from basic unit movement and this game does have little AI issues just like BW did. Maybe theres a hidden moving shot mechanic that we will one day discover !! :D
StrategyRTS forever | @ZeromuS_plays | www.twitch.tv/Zeromus_
Maliris
Profile Blog Joined April 2011
Northern Ireland2557 Posts
May 02 2011 15:58 GMT
#68
Wow, pretty significant bug tbh O_O i knew about the wallin thing, that was pretty old and has come up in my games actually, but not being able to detect buildings in the way of an expansion o_o pretty gamebreaking imo
"Religion is something left over from the infancy of our intelligence, it will fade away as we adopt reason and science as our guidelines."
Arcanne
Profile Joined August 2010
United States1519 Posts
May 02 2011 15:59 GMT
#69
whoa nice! useful :D
Professional tech investor, part time DotA scrub | Follow @AllMeasures on Twitter
zewk
Profile Joined May 2010
Sweden35 Posts
May 02 2011 16:09 GMT
#70
Wow! Hopefully this will be patched asap. This could be very gamebraking, imagine people finding out where you are before actually even have to scout your base on some maps. Time will tell.

I like the video, very educational. I do not agree with the people that are asking for a more entertaining video as the purpose clearly was to educate and not entertain.
dranko
Profile Joined April 2010
Sweden378 Posts
May 02 2011 16:09 GMT
#71
On May 02 2011 23:18 Talho wrote:
Program wise this might be very hard to fix without bugging other pathfinding stuff :/


They actually fixed this in Heroes Of Newearth, so I doubt it.
nVusZah
Profile Joined July 2010
United States64 Posts
May 02 2011 16:11 GMT
#72
I didn't know salad fingers played starcraft 2!
I'm too sexy for my pants
Semtext
Profile Blog Joined September 2010
Germany287 Posts
May 02 2011 16:13 GMT
#73
On May 02 2011 23:16 ru.meta wrote:
Show nested quote +
On May 02 2011 23:15 hugman wrote:
This only works when there's a clear path between you and the obstacle you're trying to find, and that's not the case on a lot of maps. What I mean is that you need line of sight to your opponent's expo to "proxy scout" it.


Definitely. Any ramp on path nullifies the difference in patches "with" and "without" Nexus.



you're both right, but then again with setting waypoints with shit is is as easy as hell to get those straight lines you need. just dont go there clicking at the minerals from your home base, but do it like in the video with adjustment regarding the terrain and voila: it is no problem at all.
http://de.twitch.tv/semtext | FBH, Socke, WhiteRa, GoOdy, TLO
Altar
Profile Joined May 2008
United States577 Posts
May 02 2011 16:14 GMT
#74
Wow wasn't expecting to actually see something so useful. Really nice.
Heavens to Betsy
kzn
Profile Blog Joined June 2007
United States1218 Posts
May 02 2011 16:17 GMT
#75
On May 03 2011 01:09 dranko wrote:
Show nested quote +
On May 02 2011 23:18 Talho wrote:
Program wise this might be very hard to fix without bugging other pathfinding stuff :/


They actually fixed this in Heroes Of Newearth, so I doubt it.


HON has nowhere near the number of pathfinding calls that SC2 does, and pathfinding failures are more noticeable in SC2 because players cannot devote their time to precisely controlling a single unit for the whole game.
Like a G6
Mobius_1
Profile Blog Joined April 2011
United Kingdom2763 Posts
May 02 2011 16:18 GMT
#76
Quick! Bury this so no-one else finds out but me!

Oh, too late...
Starleague Forever. RIP KT Violet~
Lotar
Profile Joined September 2010
132 Posts
May 02 2011 16:18 GMT
#77
Actually, it's been known for a while and you could see another example during day9's Countdown party part 8 (starting 9:30 but the whole segment is very interesting.)

I'm surprised it hasn't been fixed since, though. It might become very relevant with the upcoming Gateway buff :\
Seldon
Profile Joined March 2011
90 Posts
Last Edited: 2011-05-02 17:08:26
May 02 2011 16:47 GMT
#78
On May 03 2011 01:09 dranko wrote:
Show nested quote +
On May 02 2011 23:18 Talho wrote:
Program wise this might be very hard to fix without bugging other pathfinding stuff :/


They actually fixed this in Heroes Of Newearth, so I doubt it.


HoN is not an input synchronous game as far as I know, this means they don't have this particular problem and if they did it was easy to avoid.

Blizzard could hide subsequent path ways but the bug would still be exploitable, just learn where to click and pay attention to a texture detail on the map for reference, if the harvester deviates, there's an obstacle.

Fixing it properly wouldn't bug the pathfinding, you just need to keep a view of the AI information for every team in the game. However this means that the CPU cycles used for pathfinding and the RAM used for holding the pathing nodes are potentially multiplied by the number of teams in the game (though they could share some of the memory by having "transient" nodes, but nvm that). This could push the hardware requirements of a FFA too far, but that's about it.
artanis2
Profile Joined April 2010
United States732 Posts
May 02 2011 16:51 GMT
#79
Blizzard can fix this, and probably will as soon as it is well known. It is not a hard problem.
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
May 02 2011 17:15 GMT
#80
Epic find yo, Little tricks like that combined with 300 APM = Fun scouting yo.
ponyo.848
Prev 1 2 3 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 8m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 171
ProTech134
JuggernautJason131
StarCraft: Brood War
Britney 20134
Dewaltoss 133
Dota 2
LuMiX2
Counter-Strike
Foxcn73
Heroes of the Storm
Liquid`Hasu485
Other Games
Grubby4214
B2W.Neo611
ArmadaUGS201
ToD174
Sick132
C9.Mang097
Livibee63
ZombieGrub31
adren_tv26
shahzam1
Organizations
Other Games
BasetradeTV112
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• StrangeGG 68
• Reevou 7
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• FirePhoenix13
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21276
• WagamamaTV584
League of Legends
• Nemesis4246
Other Games
• imaqtpie3651
• Shiphtur132
Upcoming Events
Tenacious Turtle Tussle
3h 8m
The PondCast
13h 8m
WardiTV 2025
15h 8m
StarCraft2.fi
20h 8m
WardiTV 2025
1d 15h
RSL Revival
2 days
StarCraft2.fi
2 days
IPSL
2 days
Sziky vs JDConan
RSL Revival
3 days
Classic vs TBD
herO vs Zoun
WardiTV 2025
3 days
[ Show More ]
IPSL
3 days
Tarson vs DragOn
Wardi Open
4 days
Monday Night Weeklies
4 days
Replay Cast
5 days
Sparkling Tuna Cup
5 days
Liquipedia Results

Completed

Acropolis #4 - TS3
RSL Revival: Season 3
Kuram Kup

Ongoing

IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
Slon Tour Season 2
WardiTV 2025
META Madness #9
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
RSL Offline Finals
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.