Staredit Network > Forums > SC2 Assistance > Topic: Spell filters
Spell filters
Aug 26 2010, 3:41 am
By: payne  

Aug 26 2010, 3:41 am payne Post #1

:payne:

I can't find any filter/event/action/ANYTHING that permits me to delete the things such as Force Fields, Spider Mines and Turret (the Raven's spell).
How do I detect and remove those via triggers? :(

Also, an additional question, what is wrong with this:
Code
       General - Pick each integer from 1 to 6, and do (Actions)
           Actions
               Unit - Create 1 Orbital Command for player (Picked integer) at (Start location of player (Picked integer)) using default facing (No Options)
               Unit - Make (Last created unit) Invulnerable
               Variable - Set OrbitalCommand[((Picked integer) - 1)] = (Unit group((Last created unit)))
               Unit Selection - Add (Unit 1 from (Orbital Command units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to control group 1 for player (Picked integer)
               Unit Selection - Add (Unit 1 from (Orbital Command units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to control group 2 for player (Picked integer)
               Unit Selection - Add (Unit 1 from (Orbital Command units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to control group 3 for player (Picked integer)
               Unit Selection - Add (Unit 1 from (Orbital Command units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to control group 4 for player (Picked integer)
               Unit Selection - Add (Unit 1 from (Orbital Command units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to control group 5 for player (Picked integer)
               Unit Selection - Add (Unit 1 from (Orbital Command units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to control group 6 for player (Picked integer)
               Unit Selection - Add (Unit 1 from (Orbital Command units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to control group 7 for player (Picked integer)
               Unit Selection - Add (Unit 1 from (Orbital Command units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to control group 8 for player (Picked integer)
               Unit Selection - Add (Unit 1 from (Orbital Command units in (Entire map) owned by player (Picked integer) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) to control group 9 for player (Picked integer)

I'm trying to create OCs at Start Locations and automatically set their hotkey, but none gets created. :(



None.

Aug 26 2010, 4:26 am Temp Post #2



Is it the OC's that are not being created or the control groups? I'll look into the first bit later when I have the time.



None.

Aug 26 2010, 5:13 am payne Post #3

:payne:

Quote from Temp
Is it the OC's that are not being created or the control groups? I'll look into the first bit later when I have the time.
How am I supposed to determinate this? :S



None.

Aug 26 2010, 5:50 am Sand Wraith Post #4

she/her

Try using "For Integer Each Integer" and a local variable (short name such as "i" for "index" works well, or like "i_pods"). Then, instead of referring to "Picked Integer," just use the index variable.
(This shouldn't have an effect, but it's good practice to do so; also, seriously try this. If my suggestion works, then either the current function "Pick Each Integer" is broken or something else is wrong with your trigger. Perhaps, even, the assbackwards lobby system is screwing with your game, in case of online testing.)

Also, use a nested variable to do your control grouping actions please. It's a massive waste of time to do what you just did. Srsly, any time you have anything that repeats roughly the same action, automate the process. It might take up a bit of processing power, but on top of what SC2 already uses, who the Hell cares?

okay actually burn this I can't even tell what you're trying to do, you don't even have the entire trigger posted

While I'm here: any time you have more than 1 action acting on "Last Created Unit, Triggering Unit," or similar, set a local variable to the unit in question first, and then proceed to refer to that unit using previous variables so that the trigger is multi-instanceable (e.g. 2 players use the trigger at once), AKA MUI.




Aug 26 2010, 10:55 am payne Post #5

:payne:

Quote from Sand Wraith
While I'm here: any time you have more than 1 action acting on "Last Created Unit, Triggering Unit," or similar, set a local variable to the unit in question first, and then proceed to refer to that unit using previous variables so that the trigger is multi-instanceable (e.g. 2 players use the trigger at once), AKA MUI.
You completely lost me. D:

Btw, all my trigger is missing is a "Map Initialization" Event. ;o

EDIT: Don't forget I have an other question too in the OP! It's about "how to detect and kill spider mines/turret/force field". :/

Post has been edited 1 time(s), last time on Aug 26 2010, 4:24 pm by payne.



None.

Aug 27 2010, 3:46 am Sand Wraith Post #6

she/her

I'm pretty sure all you have to do is include Missiles in your unit field. I know that it's possible to remove and kill projectiles, so triggers should definitely definitely be able to detect mines/turrets/force fields.

I think they are regarded as normal units but with different flags set. Maybe. I dunno.




Aug 27 2010, 4:19 am payne Post #7

:payne:

Quote from Sand Wraith
I'm pretty sure all you have to do is include Missiles in your unit field. I know that it's possible to remove and kill projectiles, so triggers should definitely definitely be able to detect mines/turrets/force fields.

I think they are regarded as normal units but with different flags set. Maybe. I dunno.
My filter is "Exclude: Buildings". :/

Oh, btw, I solved my OC problem: I just had to "Ignore Placement". :P



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[05:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[03:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[12:51 am]
Oh_Man -- definitely EUD
[09:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[09:35 pm]
Vrael -- that is insane
[09:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 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
Please log in to shout.


Members Online: Roy, lil-Inferno