Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Suicide Units Attack Vs Death?
Suicide Units Attack Vs Death?
Feb 6 2010, 9:38 am
By: bobo  

Feb 6 2010, 9:38 am bobo Post #1



this probably isnt possible but is there anyway trigger wise to detect say when a infested terran gets killed versus when it attacks? For my map i want a different thing to happen for each one of those 2 outcomes.



None.

Feb 6 2010, 9:39 am NudeRaider Post #2

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

When it gets killed the owner is added a deathcount for infested.

It's not easily possible to tell which one though if you have multiples.

Post has been edited 1 time(s), last time on Feb 7 2010, 3:59 am by NudeRaider. Reason: correction




Feb 6 2010, 2:40 pm Aristocrat Post #3



You could continuously move a burrowed unit under each infested that will only be killed by 100% splash, and continuously set its HP to full. If that unit dies, then the infested has exploded, and you don't get fake "explosions" from splash killing burrowed units not belonging to that specific infested terran.



None.

Feb 6 2010, 3:53 pm Sacrieur Post #4

Still Napping

Quote from name:doomedrusher
You could continuously move a burrowed unit under each infested that will only be killed by 100% splash, and continuously set its HP to full. If that unit dies, then the infested has exploded, and you don't get fake "explosions" from splash killing burrowed units not belonging to that specific infested terran.

That would slow the infesteds down.



None.

Feb 6 2010, 3:55 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

Not if he does it only every 3rd hyper trigger loop.




Feb 6 2010, 7:53 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

moving/creating a unit to the exact center of another unit causes the unit to not move for that frame. Infested terrans move at 6 pixels per frame, so if you move every 3rd, the IT will move 30 pixels rather than 36. Likewise if you do it every 3rd frame, there's a good chance the burrowed unit will go out of the area.



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

Feb 6 2010, 11:02 pm bobo Post #7



im only using one infested but it can be traded to 2 other players but wudnt modifying the death count also be added when it attacks since it dies?

Also if im using complex hypers, if that current player that i have one part of the trigger for leaves the game wud the hyper be affected? Wud it be differnt if used a 'Switch' in comparison to 'Always' ?



None.

Feb 6 2010, 11:12 pm Biophysicist Post #8



An attacking Infested or Scourge does not add to the death count. As for your second question, I can't understand. Try typing more clearly.



None.

Feb 6 2010, 11:20 pm bobo Post #9



oh kk, sorry i wasnt more clear but what i meant was i have for complex hypers

under player 4 i have
Conditions:
Player 1 has suffered exactly 0 deaths of terran marker
Actions:
wait 0 ms
Modify death counts for player1: set to 1 for terran marker
wait 0 ms
Preserve.

and i have the same triggers for player 7 but 0 is 1 for conditions and 1 to 0 for actions, so my question was if player 4 leaves the game say a minute into the game, wud it effect the hyper triggers? Also, if there is no player 1 in the game wud it still work?



None.

Feb 6 2010, 11:33 pm Biophysicist Post #10



If player 4 leaves the game his triggers won't run so the hypers will break.



None.

Feb 6 2010, 11:41 pm bobo Post #11



ic, well thanks for answermin my questions lol i know they must seem really noob :lol:



None.

Feb 7 2010, 2:24 am Aristocrat Post #12



Quote from name:TassadarZeratul
An attacking Infested or Scourge does not add to the death count.

...then the whole thing becomes so incredibly easy using DCs to hold values for number of infesteds owned/killed and use DC arithmetic to figure out if it dies or attacks. The "slowing" effect is removed as well.



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