Invalid Target
Jan 29 2010, 6:14 pm
By: o_o (TheGatePro) ~_~  

Jan 29 2010, 6:14 pm o_o (TheGatePro) ~_~ Post #1



I've been thinking about a zombie map, and I thought of a cool idea. What if you could find stimpacks and use them? So is it possible to make a trigger to enable and disable stimpacks? Also, can I make the stim do no damage or help?

EDIT: Thanks MC, I also need to now how to make stacked terrain like a giant building.

EDIT2: Now, I need to know how to make a ammo system per shot.

EDIT3: Now I need to make it so when I try to attack something and it says Invalid Target. Does it say that when the units invincible?
Also, I still need to make stacked buildings =(. P.S. I'm using ice terrain.

EDIT4: I'm having lots of lag while testing my mission, and does anyone know how to fix it?

Post has been edited 4 time(s), last time on Jan 30 2010, 12:26 am by the gatepro.



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Jan 29 2010, 6:19 pm Biophysicist Post #2



You can enable Stimpacks easily. Place a (non-hero) Marine or Firebat for an unused player with Stimpacks researched, and give it to the player you want to get stim. (The player who starts without stim but gets it must have stim "enabled" but not "researched", and must have a non-hero Marine or Firebat.) You cannot disable Stimpacks or any tech once it's researched. As for making stim not damage the unit: Impossible without EUDs.



None.

Jan 29 2010, 6:54 pm NudeRaider Post #3

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

What you COULD do is detect the use of a stimpack through EUDs and give him full hp or spawn a medic for a few seconds.




Jan 29 2010, 7:04 pm o_o (TheGatePro) ~_~ Post #4



Quote from name:TassadarZeratul
You can enable Stimpacks easily. Place a (non-hero) Marine or Firebat for an unused player with Stimpacks researched, and give it to the player you want to get stim. (The player who starts without stim but gets it must have stim "enabled" but not "researched", and must have a non-hero Marine or Firebat.) You cannot disable Stimpacks or any tech once it's researched. As for making stim not damage the unit: Impossible without EUDs.


You can't give the marine back to the player and disable stim pack? Also, without EUDS you can't make 1 stim use take away gas?



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Jan 29 2010, 7:14 pm FlashBeer Post #5



If you give a unit with researched tech, such as stimpack, the player receiving the unit will automatically research stimpacks. By doing this, you can't unresearch stimpacks.



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Jan 29 2010, 7:16 pm LoveLess Post #6

Let me show you how to hump without making love.

The only way to do something like this would be give a marine 10-20 hp and that would allow him one use of Stimpack. After that, he would have to heal to use another.



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Jan 29 2010, 7:18 pm Biophysicist Post #7



Quote
You can't give the marine back to the player and disable stim pack? Also, without EUDS you can't make 1 stim use take away gas?
The moment the marine/bat is given, the player is given the tech. It stays with the player even if the rine/bat that gave it is killed, given, etc. You can't make stim cost gas without EUDs.

Quote
EDIT: Thanks MC, I also need to now how to make stacked terrain like a giant building.

EDIT2: Now, I need to know how to make a ammo system per shot.

I don't know anything about terrain, but I do know how to create an ammo system. See here.



None.

Jan 29 2010, 8:08 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

To do an ammo system, you have to detect when the unit attacks.

To detect when a unit attacks, you have to:
Detect kill (everything has to be 1 hit kills. You can also use vhp with burrowed units)
Detect HP (many ways to do this, none of which are easy)
Detect cooldown (EUD, difficult)

You can make stim use 1 gas with EUDs, as well as heal the unit the 10 hp. However, that's very difficult, prone to breaking and not worthwhile. You can't "stop" a player from using stim, and the only way to do that would be to make a new unit if you didn't have the gas. That in itself causes more problems. While it's all theoretically possible, it's highly inefficient, and improbable that everything will work.



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

Jan 29 2010, 8:46 pm NudeRaider Post #9

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

By the way all the problems we mentioned are the reason why nobody has done it before even though I'm pretty sure you haven't been the first to think of it.




Jan 29 2010, 10:14 pm Lanthanide Post #10



Hero units, like Raynor, retain their upgrades and don't grant them to the player. I just tested this with Raynor, Gui Montag and the basic marine and firebat. So to give players stim, you could replace their marine with a Raynor, and when you wanted to take stim away (under whatever conditions), replace the raynor with a marine. Works better for Firebat because Gui Montag doesn't have a special portrait.

Problem with this, of course, is that the player will lose selection on their unit when you remove their current one and replace it.

Interestingly, burrow from a hero zerg ground (Unclean One, Devouring One, Hunter Killer) will transfer permanently to any zerg ground units the player has after they receive the hero.



None.

Jan 30 2010, 1:22 am NudeRaider Post #11

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

Doing something with units causes the most lag. For example always creating, moving or ordering them somewhere. But also set hp, give, etc.




Jan 30 2010, 1:36 am o_o (TheGatePro) ~_~ Post #12



Quote from NudeRaider
Doing something with units causes the most lag. For example always creating, moving or ordering them somewhere. But also set hp, give, etc.

So how do I make it go faster?



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Jan 30 2010, 2:01 am DavidJCobb Post #13



Use fewer units. Minimize create/move/give/etc. actions. If there's a system where you have to iterate/process/act-on a lot of units, try to redesign it to use fewer actions.

By "use fewer units", I mean "use fewer units in triggers", of course. Like, if you're using units as physical counters for something, use death counters instead. Etc..



None.

Jan 30 2010, 4:18 am NudeRaider Post #14

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

You can't make it go faster.
You can only reduce the amount of actions (with units involved) per second running through clever triggering. Additional conditions are your friend.

It's hard to make up general rules for this thing. Solutions are on a case-by-case basis.
If you can't figure out how to reduce it you'll have to tell us what triggers are always running (not only the ones with an "always" condition!) and what they are there for if you want us to help you.

If all else fails, reduce hyper speed by using waits >100ms.




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