I think there's some misunderstanding here. I want to change ghosts' attack cooldown time because in my game, ghosts are considered people carrying RPGs (rocket propelled grenades). RPGs take several seconds to load and reload, and plus they kill in one hit, so cooldown has to be long, longer than a tanks cooldown. Scarabs are good for all this because they have about the same range as a ghosts attack, and they do splash damage, simulating a RPG pretty good. So I was gonna set a ghosts normal atk to 0, and scarabs would spawn automatically when walking near enemies.
Too hard IMO. Would be better to use actions to increase the cooldown of c-10 canister rifle to something higher than tanks. That's a simple process, since it's one line.
The problem is cylcing through all the ghosts and keeping track of each one's timing.
This is a common problem with starcraft. Cycling is not good for controlled units, and keeping a location centered for anything other than a single unit is subject to unavoidable glitches.
Now, I also have a ballistic missile system, which is what the reaver and scarab detection was for, and also what the scanner sweep/recall and screen coordinates were for, and also why I wanted to cloak carriers (the missile in flight). I got the attack trigger just fine by building a scarab and then having the reaver launch it, but i need a targetting system. Hence, EUDs for screen coordinates, or a scanner sweep or recall, but those spells can't be detected at a location so... I also wanted to spawn plague, so that any air units at the missile impact site would get damaged. And of course I need to calculate the distance between the launch site and target site, so that I can make sure it's in range.
As I said before, I think a dark swarm or disruption web with infinite range would do better, or just a super fast air unit. Screen coordinates are hard to do. Using units is easy. Spawning plague is difficult, and not really that worthwhile. For ground units, you can blow up a bunch of scarabs to deal damage. For air units, you can consider "air" to be immune, since they're above the ground? You can also just use a nuclear missile as the missile itself. It doesn't actually aim correctly (it's always facing up or down) but you can control how fast it moves and everything with euds.
EUDs are the only way, but I have a fundamental question about them. If i use EUDs in a trigger's condition, can it read any data, including shared data among all bnet players? Or will that crash it? Also, if i used EUDs in a condition, can I take any global action, like move location X to unit Y at anywhere? I know that actions cannot set memory via EUDs or the game will crash, but normal actions are okay even if they affect global data, right?
EUDs run fundamentally different than other triggers. You have to think of each trigger having an owner (player 1-8) and a
computer (computer 1-8). Thus, if something only is seen on computer 1 (screen position, currently displayed portrait, keypress, text), computers 2-8 won't see it. That means computers 2-8 won't run the trigger, but computer 1 will. If you then create a marine for player 1, computer 1 will have a marine for player 1 (thus player 1 has a marine, and thinks that players 2-8 can see the marine) and computers 2-8 will not have a marine created for player 1. Starcraft then realizes that something is wrong (computer 1 has a marine which is not recognized on any other computers) and drops player 1 from players 2-8's game, and drops players 2-8 from player 1's game.
You can set memory via EUDs, but you need an action enabler. If you don't use the enabler, nothing happens (I think).
Post has been edited 1 time(s), last time on Nov 30 2010, 6:06 am by rockz. Reason: they did indeed
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