Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Random Artillery Fire Theory
Random Artillery Fire Theory
Oct 29 2007, 4:04 am
By: GuN_Solar90
Pages: < 1 2 3 >
 

Oct 31 2007, 2:46 am GuN_Solar90 Post #21



So Clan Mp is destroyed? What happened did MiniGame cede power or something? What about Blu, whats going on Killer you didn't leave me any details. I can't log on yet I need to install SC again.



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Oct 31 2007, 3:21 am JaBoK Post #22



If it's splash only tanks on high ground wouldn't be visible to players that got hit would they?



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Oct 31 2007, 3:43 am GuN_Solar90 Post #23



Nope! Thats true random artillery fire including the detector observers.



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Oct 31 2007, 4:08 am Killer2121 Post #24



i Still Have clan mps maps, but mp)blue quit hey do u still have my maps?? Dooms Path/other old ones i need um bad



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Oct 31 2007, 4:10 am Killer2121 Post #25



o and i learned a lot more about map making XD
- Stack Terrain
- Change Picture Color
- More Then 9999 Life
- Stack Units Names
:)



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Oct 31 2007, 4:51 am who Post #26



maybe you should PM each other?



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Oct 31 2007, 7:27 am blacklight28 Post #27



How about you have a location that makes the DTs junkyard dog that's as far and wide as the tank's range and there's locations as boundaries and if they enter that location the DTs just go back to the middle of the tank's range place. You could also use burrowed units cause the DTs will also be running into units trying to move across if that's what you want. And people might see the DTs so you could constantly be moving the lurkers places.



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Oct 31 2007, 1:36 pm Durandal Post #28



You could always have an arbiter parked a little ways off from the tank so that you can move it closer.

That would probably solve any problems with attack flares revealing the tanks.



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Nov 1 2007, 9:46 pm GuN_Solar90 Post #29



Okay I think I've solved the problem. All of your solutions are appreciated greatly.



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Nov 4 2007, 6:25 pm Durandal Post #30



Care to fill us in? I've been plagued with the same problem before.



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Nov 26 2007, 12:46 am Darktossgen Post #31



Maybe in an area in front of the tanks you can have a couple of small locations that move invincible Civilians back and forth between an unaccesible area and the tanks, or even between two sets of tanks? It could be a Move to Location, wait 10ms, Move back, etc. And they'd be unallied to everyone, of course.



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Nov 26 2007, 8:07 am ZugZugZealot Post #32



How about applying my Free Move method, but instead of producing unit's direction, have it produce a scatter effect (using randomized switches) amongst the map. And have them also randomly spawn and kill a science vessle, but if a player is within radius of it, have it spawn infested terrains as well as the science vessle explosion, and hell - attach a seige tank sound to the trigger.



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Nov 28 2007, 5:43 pm Maian Post #33



I made something similar over the summer, although my situation was a little easier to solve. My "Shelling" was taking place within a city, so I placed tanks around an area on unreachable places (mainly roofs that the player cannot see) and placed drones (9999hp, 255 armor) buried underground and used randomized switches to randomize the invincibility so that the tank's fire cannot be predicted.

The only bad thing about my method is that I had to use a location for every drone I used, which I limited to 4 per area (I used this three times).



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Nov 29 2007, 8:05 pm Ahli Post #34

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

@Maian
use the 'give units' instead of 'invincebility' action.

you can do that with 1 location over the area:
-ally the tank owner with p11 and neutral (p12)
-the tank owner has to have enabled vision with the player who will act as the artillary aim (e.g.:P7 enables shared vision with p8)

preserve this triggers: (trigger order is important)
-first give all burrowed units to player11
-create a random deathcount which has a max of the amount of burrowed units in the area (randomize switches; create a DC out of the switches with binary system)
-give 1 unit to neutral, if you have at least 2 of this deathcount; subtract 1 of this DC
-copy the last trigger untill the count of that trigger reaches [your amout of burrowed units in the location -1]
-if you have only 1 deathcount left: give 1 unit to the enemy who is unallied with the tank owner (e.g.: p8) and then give all units owned by p11 to neutral

-> same effect like your solution, Maian, but you use only 1 location




Dec 1 2007, 4:10 pm Maian Post #35



That seems like it works...
But I always thought that if you have multiple units in a location, and you give only one to someone, it automatically chooses the top-left-most unit?
Or am I just kinda missing what exactly is happening in the triggers to remedy this?



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Dec 3 2007, 2:00 pm Ahli Post #36

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

yes, you will give always 1 unit per death count.
that is why you need to copy the 'give and subtract'-trigger.

in the end you will give a random amount of units in that location to another player.

if you have a field:
Quote
X X X
X X X
X X X

Quote
if you have a random DC of 4, you will get this:
Y Z X
Y X X
Y X X

Quote
if you have a random DC of 7, you will get this:
Y Y Z
Y Y X
Y Y X

Z is the place where the tanks would shot on a burrowed unit which was given to another player.




Dec 3 2007, 6:06 pm Maian Post #37



Oh ok, that's if you want them to shoot at one spot...

But my tanks shot at multiple spots (sometimes only one spot). I had them placed in 3 spots equally spaced from each other. Then each individual spot was randomized and the tanks would shoot whatever spot was closest. That made it to where you were having to evade multiple spots at once sometimes.



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Dec 17 2007, 11:49 pm Vi3t-X Post #38



Too lazy to read posts.

The simplest thing to do if you want random tanks shooting is to use a recycling method

1) Have 3 tanks ready and give them each locations
2) Have 6 tanks on standby. Record an estimate on how long it takes for each tank to fire, set that as a milisecond interval and switch the tanks so they can fire continuously
3) Have a giant preset location that will stay on a DT
4) Have the DT move around, every few seconds, a location will be placed there and a burrowed zerg unit will spawn
5) Tanks will fire randomly.

To make it massive range

6) Location A moves out of Location B, Spawn tank at location A

A is a tiny square. B is the giant square supposedly around the hero or sumthing
When A moves out of B, the tank spawns and is removed emedietly (so a tank will shoot from behind)

Thats just my thought tho



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Dec 21 2007, 10:42 pm GuN_Solar90 Post #39



Soon I will try all these methods, although a random fire trigger theory with burrowed units sounds most logical.



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Dec 24 2007, 3:12 am Vrael Post #40



You could extrapolate on Ahli's method to produce multiple different targets.
Instead of the death count representing which position the zergling to give is in, a death count could represent a different scenario.

ex. DC - 1 (Z is a targetable ling and X is a non-targetable ling).
X Z X
Z X X
Z X X

DC - 2

Z X X
X X Z
Z X X

and so on and so on.



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