Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hyper Unit firing time?
Hyper Unit firing time?
Jan 4 2008, 4:00 am
By: shadow.wraith  

Jan 4 2008, 4:00 am shadow.wraith Post #1



With hyper triggers running. exactly how many DCs between each time a marine fires if he has a constant of enemys? i'm guessing somewhere between 7 and 11 DC...



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Jan 4 2008, 4:04 am Conspiracy Post #2



well.. Its kinda hard to tell w/o a testing, but with hyper triggers, 1 FASTEST second is 12 DC's. So i would have to say... about 7-11.. so yeah...

Also, if I think what your doing is what im thinking. You will want to have an extra reserve of marines, and allow about 1-2 seconds for the marine to get a target each one. (it has to turn around to get target)



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Jan 4 2008, 4:09 am shadow.wraith Post #3



sounds like a sex party.... lol no, i just need to know for an ammo trigger that makes the sound when i rine kills an enemy. for some odd reason, the normal way of using kill scores and wait1 milisec randomly causes the trigger to fire 2 times within 1 to 2 secons of each kill... not sure why other then it uses a wait and i'm thinking about setting it to run on DCs.



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Jan 4 2008, 4:19 am Conspiracy Post #4



Heh, if you get on east... go to channel vlax. Bioject is there, he is a good person at this kind of stuff.



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Jan 4 2008, 4:22 am shadow.wraith Post #5



lol i know him, i help him with his maps. :) however. can u show me a ammo system for hearing the sound everytime an enemy unit is killed? just to make sure i'v got the right idea.



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Jan 4 2008, 6:08 am Falkoner Post #6



Using DatEdit, here's what I got for the marine:



When you click the cooldown, you get this:

"Reload time" - time delay between two attacks. Depends on the game speed used. 1 game second equals: on Fastest-24, on Faster-21, on Fast-18, on Normal-15, on Slow-12, on Slower-9 and on Slowest-6. Value of 0 will crash the game.

So a marine is 15, it's every .625 seconds, in a fastest game.

So about 7.4 death counts in between each attack, with hypertriggers.

And man, you guys are a bunch of spammers, if you don't know a good answer, don't post!



None.

Jan 4 2008, 10:21 am NudeRaider Post #7

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

Quote from shadow.wraith
sounds like a sex party.... lol no, i just need to know for an ammo trigger that makes the sound when i rine kills an enemy. for some odd reason, the normal way of using kill scores and wait1 milisec randomly causes the trigger to fire 2 times within 1 to 2 secons of each kill... not sure why other then it uses a wait and i'm thinking about setting it to run on DCs.
Uhm... using a timer to estimate when the rine may have killed his enemy and then subtract a bullet is a pretty bad idea. You can't seriously want that. You never know if the player decided to move or if another player rushed in for the kill or a thousand other reasons...

If you got problems with the kills detection post the problem and we solve it...




Jan 4 2008, 10:25 am NudeRaider Post #8

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

Quote from shadow.wraith
lol i know him, i help him with his maps. :) however. can u show me a ammo system for hearing the sound everytime an enemy unit is killed? just to make sure i'v got the right idea.
Care to check the tutorials before posting?

Ammo System
Just add a play wav action to the trigger that subtracts the ore.




Jan 4 2008, 9:35 pm shadow.wraith Post #9



I ended up useing a dif sound. this sound for w/e reason dose not like starcraft and sc seems to think there's free Beer if it is still played on time...
i.e.
kill 1 enemy =one sound.
kill 2+ enemys = a third sound 2 - 4 seconds afterward + and additional sound for every extra unit you kill.

Attachments:
MA5B.wav
Hits: 1 Size: 73.46kb



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Jan 4 2008, 11:11 pm NudeRaider Post #10

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

Is that a question?

Or are you trying to tell us you worked it out?




Jan 5 2008, 1:28 am shadow.wraith Post #11



it has been solved. and that's the file/reason that the problem existed. i put it up so you guys will know that that file makes that problem. but the info on the cooldown rate helps alot! :)



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Jan 5 2008, 2:46 am Fwop_ Post #12



I thought the game made its own sound when a marine fired.



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Jan 5 2008, 7:28 am shadow.wraith Post #13



I'm makein the game play a louder/kooler sound ;)



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