Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How do I make a tank die SOMETIMES when...
How do I make a tank die SOMETIMES when...
Apr 2 2009, 12:01 am
By: TheEaterOfYou  

Apr 2 2009, 12:01 am TheEaterOfYou Post #1



In a map by MillenniumArmy called The Oozing Blob, when you have a Bulldozer (seige tank) and it hits a Fire (Dark Archon) that's just staying still, your tank will not die but the fire will. However, when it hits a moving Fire, your tank will die only SOMETIMES, but the fire still gets killed to matter what. I looked at the map, there are no randomized switches or anything. All fires are owned by PLayer 8 (the only computer in the map)

Does anyone know how to make this work? I tried to copy exactly all the triggers that seem to make it work from his map to mine, but in my map, the tank still dies no matter what when it hits fire.
I'll attatch my little test map and an unprotected Oozing Blob map..
I'm using the latest SCMDraft 2 if that helps too

Oh, and also, when looking at the Oozing Blob map's triggers, I also noticed a Location 63 is being used, but under the locations list, there is no Location 63. I think it's just some kind of corruption and it's actually the 'Anywhere' location, but I might be wrong. Am I wrong?

Thanks

Attachments:
test map.scm
Hits: 1 Size: 60.02kb
Oozing_Blob_1.5b [u].scx
Hits: 2 Size: 218.23kb



None.

Apr 2 2009, 1:39 am Roy Post #2

An artist's depiction of an Extended Unit Death

1. Your test map is blank
2. Do you need the triggers to be a photocopy, or are you just intending to create a similar effect?
3. Location 63 = "Anywhere"
4. It looks like the two triggers MA used would execute at the same time, because their conditions are basically the same. Of course, because of trigger order rule, the first (top) trigger would run. Maybe there's a trick between "Bring" and "Command" of which I am unaware.




Apr 2 2009, 4:44 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

You can detect a dead unit if it died on that frame by using bring and command. Bring will detect nothing, command will detect the dead unit. Since hyper triggers run every other frame, there's a 50% chance the unit will die on the frame that you can't detect, so it won't work. I think JaFF made an example map of this, where if a marine died, it would have a 50% chance of spawning 2 marines.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 3 2009, 9:24 pm TheEaterOfYou Post #4



Thanks guys. I've been using your advice and played around with action order, and I got it to work without actually "photocopying" MA's triggers :)

The map's gonna be called The Oozing Blob 2. Same concept, but from left to right, and even harder than the first one already is ;p. I credited MilleniumArmy in the briefing and map description, so it should be all good right?

EDIT: Oh, and sorry about that blank map, was probably the wrong one >!<

Post has been edited 1 time(s), last time on Apr 3 2009, 9:30 pm by TheEaterOfYou.



None.

Apr 4 2009, 10:56 pm NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from MillenniumArmy
My Oozing Blob was actually glitched (lol.) The "randomness" between you killing DA's and you getting killed by DA's were actually flukes. The way my flawed trigger designs ended up working is that whenever you touch a nonmoving dark archon, it would destroy the dark archon without you dying no matter what. However, if you touch a moving archon, that's where things get messed up. Sometimes you die, sometimes you don't, it just depends on the timing of the triggers. It's been a long time since I last looked at that map so i can't remember how I wanted my triggers to work exactly, but if you tried to copy exactly how my triggers were made, then the map won't work exactly as you would want it to (because it actually never did for my map xD.)





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