Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Triggers can't detect lurker eggs?!?
Triggers can't detect lurker eggs?!?
Apr 24 2010, 9:10 pm
By: Jesusfreak  

Apr 24 2010, 9:10 pm Jesusfreak Post #1



I read earlier that triggers can't detect lurker eggs... SERIOUSLY?!? GAH!!!

Least I found out early on...

You see, I had an idea for this "paratrooper" system where the hydras would go into lurker eggs, and then when the player was ready, cast some spell or something, teleporting the eggs to wherever they need to be paradropped (and probably having some sort of effect to spread them out), and then the player could cancel the lurker eggs and have the hydras attack.
It needs to be able to detect the eggs, because 1.) lurkers are already being used for other purposes and 2.) they have to be in their little pods and immobile throughout the process (it wouldnt make sense if the lurkers could move around or attack and such).
However, apparently, triggers can't detect lurker eggs.

Anyone got any ideas for alternative methods I could use for an idea like this? (note: the unit doesn't have to be hydras, but I'd prefer it'd be either zerg or protoss ground unit with a ranged attack)



None.

Apr 24 2010, 9:44 pm BiOAtK Post #2



Burrow w/ detectors for the enemy? It would be more realistic, as you would see the 'shadow.'



None.

Apr 24 2010, 9:50 pm Jesusfreak Post #3



Yeah, but then I'd need burrow detection for every one of them. Would that be possible? There's going to be more than one of them, all under the same player.



None.

Apr 24 2010, 10:29 pm Norm Post #4



You cannot detect lurker egg, but you can detect the absence of hydralisk. HS does this you can look through those triggers if you don't know how.



None.

Apr 24 2010, 10:46 pm Chia-Tyrant Post #5



Lurker eggs are exactly like hallucinations. If you want to detect them, you need to center a location on a lurker egg in the area where you want to check if there are any. If there are none, then the location will go to the center of the map. Thus, if you isolate the center and put a unit there(which is not present anywhere else), you could then detect if there is an egg. Here's an example of the code:
Quote
Let's say you put a cocoon at the center of the map owned by p9...
Trigger#1
Conditions
Any condition you want which will start checking at "location X".
Actions
Center location "Check" on "Zerg lurker egg" owned by "Player X" at "location X".
Preserve trigger.

Trigger#2
Conditions
Player 9 brings exactly 0 "cocoon" to "Check".
Actions
Do whatever you want.

If you want more elaborate triggers, you'll need to give me more information about what the egg detection is for. Otherwise, I hope it helps.



None.

Apr 24 2010, 11:07 pm Lanthanide Post #6



It doesn't need to be the center of the map though, which lets face it is likely already in use.

Put P9's egg in the right-most corner of the map, and put a burrowed zerg hero underneith it. Center the check location on lurker egg owned by all players. If P9 brings burrowed zerg hero to check location, then all other players must *not* have lurker eggs on the map.

You can probably tweak this a bit further, but it depends on what you're doing exactly. Also this method won't work for multiple lurker eggs easily, nor eggs owned by different players because of the "all players" ownership.



None.

Apr 25 2010, 4:28 am Jesusfreak Post #7



Hmm. Well, it needs to be for multiple eggs, and potentially for multiple players... wait, no, the comp isn't going to be doing this, and only one player can take the position that would have this ability... so yeah, that part is fine...

By the way, chia-tyrant, why does the unit in the center of the map have to be found nowhere else on the map? Could I just make it some random building and have it owned by a player that doesn't own anything else, rather than having a completely unique unit?


Also, speaking of hallucinations, is it possible to detect hallucination deaths with triggers?



None.

Apr 25 2010, 4:51 am Lanthanide Post #8



The unit in the centre of the map can be a building or a unit, or a powerup. Anything that *can* be detected by a trigger condition. Burrowed zerg units/heroes are generally preferred because they aren't normally visible.

You could re-use that unit elsewhere as well, but there's a slight chance that your triggers will mess up if the player has an egg next to that unit/building. So if you had a missile turret in the center of the map, as well as elsewhere, and the player brought a lurker egg next to the other turret, then your trigger could center on the player's lurker egg and detect the turret there by mistake. Note that you could have the building in the centre of the map owned by P9, and all other buildings of that typed owned by P1-8, 10-12 and you wouldn't have any issues. Also making this location very small, like 8x8 or smaller will help to prevent (completely?) issues with this system.

When you say hallucination deaths, what do you mean? If you have a hallucinated marine and it dies, do you want the death count for marines to go up by 1 for that player? Or do you want to detect the absense of a hallucination somewhere? For the former, I don't believe it would count (check yourself), for the latter, the same system as per lurker eggs should be used.



None.

Apr 25 2010, 10:22 am FlashBeer Post #9



You can keep the middle of the map free if you need.
You will need any unit that can fit 1 tile, an inverted location the size of a lurker egg, and an check location covering 1 tile that is surrounded by inaccessible terrain. You will also need some location to create a unit, you can re-use another location if you need, as long as it doesn't interfere.

You must put your triggers in order.
Trigger1
1 - Center 'Inverted Location' on Lurker Egg
2- Move Lurker Egg at 'Inverted Location' to 'Check Location'
3- Create 1-tile-unit at 'Some Location'
3- Move 1-tile-unit at 'Some Location' to 'Check Location'
Trigger2a and 2b
1- Check if Unit is brought to 'Check Location'
>if unit is brought to 'Check Location', (there are no Lurker Eggs)
2- remove the unit at 'Check Location' (if you need to)
>if no unit is brought to 'Check Location', (there is a Lurker Egg)
2- move Lurker Egg at 'Check Location' back to 'Inverted Location'
3- remove 1-tile-unit at 'Some Location' (if you need to)
4- Add 1 Death Count of 'Lurker Egg Tracker' (if you wanted to keep track of the number of eggs)
Now you even have the location of the Lurker Egg.

If the system needs to be within 1 trigger cycle for morphing multiple eggs, then you can give the eggs to another player for step 5, then copy & paste the triggers again, then below all the triggers, put a give back lurker eggs trigger (also a set Lurker Egg Tracker Deaths to 0 if you used that)



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
[2024-5-04. : 1:05 am]
Vrael -- that's better
[2024-5-04. : 12:39 am]
NudeRaider -- can confirm, Vrael is a total madman
[2024-5-03. : 10:18 pm]
Vrael -- who says I'm not a total madman?
[2024-5-03. : 2:26 pm]
UndeadStar -- Vrael, since the ad messages get removed, you look like a total madman for someone that come late
[2024-5-02. : 1:19 pm]
Vrael -- IM GONNA MANUFACTURE SOME SPORTBALL EQUIPMENT WHERE THE SUN DONT SHINE BOY
[2024-5-02. : 1:35 am]
Ultraviolet -- Vrael
Vrael shouted: NEED SOME SPORTBALL> WE GOT YOUR SPORTBALL EQUIPMENT MANUFACTURING
Gonna put deez sportballs in your mouth
[2024-5-01. : 1:24 pm]
Vrael -- NEED SOME SPORTBALL> WE GOT YOUR SPORTBALL EQUIPMENT MANUFACTURING
[2024-4-30. : 5:08 pm]
Oh_Man -- https://youtu.be/lGxUOgfmUCQ
Please log in to shout.


Members Online: lil-Inferno, Zycorax, Roy