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tinyzzz
01-22-2010, 09:50 PM
(See Malle's posts below for measuring files)

Hey guys. I am working on a small project comparing the Hellbourne and Legion neutral camp layout with the use of some simple graph theory.

A problem I am having is measuring accurate ACTUAL distances travelled between the creep camps.

An actual distance being the usual path in units between any two points that a hero must traverse obeying basic pathing rules (terrain).

My current solution is to

Screenshot various hero's abilities and attack animations that have defined ranges.
Plot actual distances between camps on screenshots of the map with Photoshop.
Straightening the plotted paths (curved lines) and measuring the approximate units travelled between any two camps with the hero's ability ranges.



TLDR.
My question is...
Does anyone have a better solution? (third party application, map editor functionalities) Any help would be appreciated.

Thanks.
:ophe:

Drasha
01-22-2010, 09:53 PM
i would do it buy grabing a hero like keeper of the forest who has a 300 ms and just timing how long it take for him to get from point a to point b.

if it takes 1 second its 300 units if it takes 2 seconds its 600 units ect

ElementUser
01-22-2010, 09:53 PM
Not until HoN Editor comes out, unfortunately :(.

Alternatively, you can take a circular AoE icon (say, Hellbringer's Summon Malphas ability) and divide the distance from 1 edge to another by its diameter (so divide the distance between 2 points of the circle that are directly across from each other by 1200 because the radius of the skill is 600) and use that as a "unit" (pixels may cause some error though). Or cut the distance such that you get a better number to use (like 100 AoE; divide the distance between 2 points of Summon Malphas' AoE circle by 12 to get 100 unit measurements)

tinyzzz
01-22-2010, 09:59 PM
The Malaphas aoe cast sprite will probally result in a more accurate measurement then estimating ranged attack ranges (cast point for projectiles and impact points for target).



i would do it buy grabing a hero like keeper of the forest who has a 300 ms and just timing how long it take for him to get from point a to point b.

if it takes 1 second its 300 units if it takes 2 seconds its 600 units ect


I like this idea. I might do both and average out the two results.

Thanks guys. (Incredibly fast responses.)

ShadowExile
01-22-2010, 11:36 PM
I also like to use Wards of Sight combined with Chronos's Time Leap which at a particular level is exactly 1000 units travelled, and place a ward of sight at point A and a ward of sight where you land.

Malle1
01-23-2010, 04:43 AM
I wrote a bit of code for an item that measures distance between when you toggle it on and when you toggle it off. I'm not sure how accurate it is, but it uses the same functionality to measure distance moved as Blood Hunter's ultimate. A zipped version of the item is attached.

Add the folder to your resource0.s2z file under items/recipes or create your own .entity files from the code below and add them to a folder in the same place.

EDIT: That is, of course, to practice mode. Spawn the item in practice mode (it's called Item_Measuretape). It starts measuring when you toggle it and stops measuring and prints out the measured value to the console (ctrl+f8) when you toggle it off.


item.entity

<?xml version="1.0" encoding="UTF-8"?>
<item
name="Item_Measuretape"

statuseffecttooltip="State_Insanitarius"
icon="icon.tga"

cost="500"
components="Item_HelmOfTheVictim Item_GlovesOfHaste Item_Steamstaff"

actiontype="toggle"
frontqueue="true"
inheritmovement="true"
casttime="0"
castactiontime="0"
cooldowntime="1000"
toggleoffcooldowntime="0"
cooldowntype="measuretape"
noninterrupting="true"
noresponse="true"

>
<onimpact />
<ontoggleon>
<applystate name="State_MeasureTape" istoggle="true" pushentity="true" />
<setaccumulator entity="stack_entity" value="0" />
</ontoggleon>

<modifier key="insanitarius_active" condition="toggle_active" modpriority="100"
icon="icon1.tga"
ignorecooldown="true"
>
<onimpact />
</modifier>
</item>


state.entity

<?xml version="1.0" encoding="UTF-8"?>
<state
name="State_MeasureTape"

icon="icon1.tga"
passiveeffect="state.effect"
>
<onframe>
<setvar0 a="accumulator" b="movement" op="add" />
<setaccumulator entity="this_entity" value="var0" />
</onframe>

<onexpired>
<print text="Measured distance:" />
<printvalue value="accumulator" />
</onexpired>
</state>

Drasha
01-23-2010, 11:58 AM
this thread is a gold mine great idea with the item Malle.

Malle1
01-31-2010, 05:32 AM
I revisited this idea and made a new item, which measures the distance between the centre of the unit that uses it and the target position.

To use, extract the zipped folder and add it to ../game/resource0.s2z/items/basic or save the following code as item.entity and place it in ../game/resource0.s2z/items/basic/distancetopos


<?xml version="1.0" encoding="UTF-8"?>
<item
name="Item_DistanceToPosition"

icon="icon.tga"

cost="0"

actiontype="target_position"
allowoutofrangecast="true"
manacost="0"
casttime="0"
castactiontime="0"
range="100000"
cooldowntime="0"
cooldowntype="disttopos"
>
<onimpact >
<distance target="target_position" source="source_entity" />
<setvar0 a="result" b="1" op="mult" />
<print text="---------------" />
<print text="Distance to position:" />
<printvalue value="var0" />
</onimpact>
</item>

ElementUser
04-20-2010, 02:10 PM
Moved to Guides & Lists for future reference :D

Khrrck
04-21-2010, 12:47 PM
Chipper's ult is ~800 units long (400 unit radius), so you can use it as a measuring stick for short-medium distances. The circle at the base of your hero is 100 units across (50 unit radius).

If you don't want to mess around with mods you can use Chipper in Practice Mode to rough things out. Side effects may include measuring all HoN skills in Chipper ults. :|