Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Direct Damage System that does NOT have
Direct Damage System that does NOT have
Jun 3 2011, 1:29 pm
By: m.0.n.3.y  

Jun 3 2011, 1:29 pm m.0.n.3.y Post #1



Well, right off the top of my head i can assume that one way is to move the unit under the dark swarm to a isolated place on the map and then hit it with scarabs. But then you don't get the death animation because the unit will die at that isolated spot on the map. And i want the death animation. So how do you do make a dds that does not do splash damage?



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Jun 3 2011, 1:38 pm LoveLess Post #2

Let me show you how to hump without making love.

Quote from m.0.n.3.y
Well, right off the top of my head i can assume that one way is to move the unit under the dark swarm to a isolated place on the map and then hit it with scarabs. But then you don't get the death animation because the unit will die at that isolated spot on the map. And i want the death animation. So how do you do make a dds that does not do splash damage?
In the simplest, most direct answer possible: You can't. The way the DDS is built, you cannot prevent the splash or make it only do damage to that single target. The closest thing you could do is make all of the units around the splash area invincible, make that single unit vincible and undo it after the damage is dealt. Sloppy, but the best work around.



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Jun 3 2011, 2:04 pm rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

EUD actions or starcraft 2.

If you are fine with moving the unit, check to see if it dies. If it does, create a duplicate at the original location and kill it.



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

Jun 3 2011, 6:54 pm TiKels Post #4



Yeah I don't know what I was thinking... I don't think there ever was a way to do DDS without splash damage =P



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 3 2011, 11:00 pm m.0.n.3.y Post #5



Quote from rockz
EUD actions or starcraft 2.

If you are fine with moving the unit, check to see if it dies. If it does, create a duplicate at the original location and kill it.
So how do you check to see if it dies..? Like is there some way to say "If Unit X dies at location"
Or, i know there's a way to check for a death animation, but how do you do it?
so basically how do you check to see if it dies..?

Quote from LoveLess
The closest thing you could do is make all of the units around the splash area invincible, make that single unit vincible and undo it after the damage is dealt. Sloppy, but the best work around.
Alright thanks for the suggestion, i guess i'll have to use this if i can't figure out how to tell if a unit dies.



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Jun 3 2011, 11:10 pm Lanthanide Post #6



Quote
So how do you check to see if it dies..? Like is there some way to say "If Unit X dies at location"

Move your unit to the death box with the reaver. Give the reaver exactly 1 scarab. When the reaver kills it, the "Bring at most 0 [units] to [death box]" condition will be true, and then you know it is dead. If "Bring at least 1 [units] to [death box] is true" after a couple of seconds, you know the reaver didn't kill it.

This is a terribly sloppy and horrible way to do it, though. And you need'nt use a reaver to do the killing - any unit could do it. I don't think this is really very feasible.



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Jun 4 2011, 6:07 pm rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

Have the DDS scarabs owned by either the player or the enemy. If they are owned by the player, give all units but the target unit to the player.

If they are owned by the enemy, give the target unit to a different enemy with the same color.



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

Jun 7 2011, 1:20 am m.0.n.3.y Post #8



Quote from LoveLess
In the simplest, most direct answer possible: You can't. The way the DDS is built, you cannot prevent the splash or make it only do damage to that single target. The closest thing you could do is make all of the units around the splash area invincible, make that single unit vincible and undo it after the damage is dealt. Sloppy, but the best work around.
So I did this.
I used two location that centered on the dark swarm.
I made all units in the big location invincible.
And then made the unit in the small location invincible.
And then disabled invincibility of all units in the big location.
However, the way triggers work i guess, all of the units become un-invincible before the scarab blows up, because it takes some time for it to blow up. So how do I fix this? Can someone take a look at it and help me??
The triggers that I just described are under the first player!!!

Attachments:
DirectDamageSystem2.scm
Hits: 3 Size: 55.36kb



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Jun 7 2011, 1:30 am Raitaki Post #9



I've fixed the problem of other units losing invincibility right before the scarab explodes by adding a few 0 milisecond waits before the disable invincibility action, but a new problem arised: Apparently StarCraft moves the "magnum location" to any random enemy unit within the AoE of the dark swarm cloud instead of where you click. Also, it seems that sometimes the units' invincibility STILL gets removed right before the scarab explodes, so sometimes there are no casualities.
I'm starting to think you need EUDs for this one.

EDIT: I've just found that the instance where no units get killed is because the magnum location centered on a location far away from the scarab, causing the unit to only lose a few hit points.



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Jun 7 2011, 1:58 am TiKels Post #10



You have to wait a cycle and then make them invincible again. DDS isn't instant.

I'd recommend using deathcounts, even if it is just one cycle. Maybe use a switch or something?
"Wait 0" just makes it wait one trigger cycle, but it implies the glitches of waits.

The magnum location is pretty much going to the leftmost unit within the "hit" so that can cause some problems. You're gonna need another location the way you're doing it currently. The problem arises in this. Let's say you have nine units, laid out like the number pad (so top row is 789, middle row is 456, and bottom row is 123, where each number corresponds to a unit that is packed together with other units). What will happen is, is you can target number five, but it will explode on number 7. This is caused by the way in which starcraft decides which unit to select.

The method for selecting a unit is based on two criteria. First it does Leftmost. If two units tie for the status of leftmost (as in their X coordinate is the same) it will choose then whichever was there first (or was it last? irrelevant). Basically, the way you have it set up, the "hit" centers on the dark swarm, and then the magnum location targets the leftmost unit within "hit". This is obviously not your desired effect. What is your desired effect?

Do you want it to explode exactly where your dark swarm is? Or would you rather have it sort of have a light "lock on" thing where it allows for some leniance?

Post has been edited 4 time(s), last time on Jun 7 2011, 2:08 am by TiKels.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 7 2011, 2:03 am Raitaki Post #11



Quote from TiKels
The magnum location is simply going to the topleft most unit within the "hit" so that can cause some problems.
**bottom left.
EDIT: Nvm, thought you said "going from"

Post has been edited 1 time(s), last time on Jun 7 2011, 2:26 am by Raitaki.



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Jun 7 2011, 2:06 am TiKels Post #12



Quote from Raitaki
Quote from TiKels
The magnum location is simply going to the topleft most unit within the "hit" so that can cause some problems.
**bottom left.
Not only is "bottom left" incorrect, but I fixed it in my post anyway. I said I was going to edit it at the end of my post.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 7 2011, 2:29 am m.0.n.3.y Post #13



Quote from TiKels
You have to wait a cycle and then make them invincible again. DDS isn't instant.

I'd recommend using deathcounts, even if it is just one cycle. Maybe use a switch or something?
"Wait 0" just makes it wait one trigger cycle, but it implies the glitches of waits.

The magnum location is pretty much going to the leftmost unit within the "hit" so that can cause some problems. You're gonna need another location the way you're doing it currently. The problem arises in this. Let's say you have nine units, laid out like the number pad (so top row is 789, middle row is 456, and bottom row is 123, where each number corresponds to a unit that is packed together with other units). What will happen is, is you can target number five, but it will explode on number 7. This is caused by the way in which starcraft decides which unit to select.

The method for selecting a unit is based on two criteria. First it does Leftmost. If two units tie for the status of leftmost (as in their X coordinate is the same) it will choose then whichever was there first (or was it last? irrelevant). Basically, the way you have it set up, the "hit" centers on the dark swarm, and then the magnum location targets the leftmost unit within "hit". This is obviously not your desired effect. What is your desired effect?

Do you want it to explode exactly where your dark swarm is? Or would you rather have it sort of have a light "lock on" thing where it allows for some leniance?

Well, a light lock on would be ok, but precision would be the best. I think i am just going to make the "hit" location smaller, that way even if the leftmost unit is targeted, it will still kill the unit the is NOT invincible because they're in a close enough vicinity.

So how exactly do you propose making it so the units don't become UN invincible too soon. Because as it is, they ALL become UN invincible before the scarab explodes, which is NOT what i want. I want them all to be invincible, except for the one at magnum location, i want it to kill the ONE unit at magnum location, and then i want them all to become UN invincible again.



None.

Jun 7 2011, 2:31 am TiKels Post #14



You don't have to have any locking at all. Just make sure the "magnum" centers on the dark swarm. lol.

Test waiting a second trigger cycle after you send the scarab to unwalkable terrain (as in, wait for 2 cycles).



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 7 2011, 2:40 am m.0.n.3.y Post #15



Quote from TiKels
You don't have to have any locking at all. Just make sure the "magnum" centers on the dark swarm. lol.
Lol k.
Quote from TiKels
Test waiting a second trigger cycle after you send the scarab to unwalkable terrain (as in, wait for 2 cycles).
So just do 2 "Wait for 0 Milliseconds"? Does this create too big of a chance for issues with waits? Or I can just use a death counter right? Im thinking the DC might be better.



None.

Jun 7 2011, 2:43 am TiKels Post #16



I would honestly recommend never even clicking waits. But that's just me.

From what I could see, the only logical thing(s) that are happening are that they are failing to become invincible or they are becoming vincible (word?) too quickly.

Or both. That'd suck.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 7 2011, 2:47 am m.0.n.3.y Post #17



Quote from TiKels
I would honestly recommend never even clicking waits. But that's just me.

From what I could see, the only logical thing(s) that are happening are that they are failing to become invincible or they are becoming vincible (word?) too quickly.

Or both. That'd suck.
Yeah they're becoming vincible too quickly, which is what im trying to fix. They become vincible before the scarab explodes



None.

Jun 7 2011, 2:51 am TiKels Post #18



Then it could be the fault of SC engine (means put another wait) or your reaver system could be off.

There are actually a lot of minutia that cause RARE errors in the reaver system that can be avoided... so you probably have things wrong, but it's been too long since I've even played sc1 to remember it all. Like literally, you picked the best topic to have problems with, I'm practically SEN's resident expert on DDS.

JaFF was pretty damn good with them too.

/ego



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 7 2011, 2:57 am Raitaki Post #19



@Money: Just try skipping a few trigger cycles with methods Tikels method mentioned or just putting waits right before the disable invincibility action (I put 4 and it worked) if you don't use any other waits for the player with the DDS triggers, aside from hypertriggers. The problem of centering the magnum location on random units still stands, tho.



None.

Jun 7 2011, 3:19 am m.0.n.3.y Post #20



Well, I fixed it. Simply used a death counter. And what's great is, depending on the size of "magnum location" i can dictate the amount of splash.
For instance, If I wanted to make a magnum gun that was very inaccurate and the player had to click directly on the unit to kill it, i can just make the location really small.
If however, I want to make a a gun like a 50 cal sniper, that is accurate and has the potential to kill two units sometimes, I make the location a little bigger.

Here's the map if anyone wants to see it.

Attachments:
DirectDamageSystem2.scm
Hits: 1 Size: 55.46kb



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