Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Scarab/Interceptor Detection
[SOLVED] Scarab/Interceptor Detection
Jul 23 2011, 12:07 am
By: ScaleMatrix  

Jul 23 2011, 12:07 am ScaleMatrix Post #1



I can get triggers to detect scarabs and reavers, but Im having some trouble on the part before they come out. I have some spells in my map that use scarabs and interceptors. If I detect the interceptor, the location thats suppose to center in on it won't center until the interceptor comes out of the carrier. Well if the interceptor doesn't come out(example: Person died before the move executed, misses), I want the trigger to instead spawn the units under the carrier, yet it still is registering that the interceptor is still on area(or out of the carrier) but doesn't spawn underneath the carrier but in some random spot on the map. Is there a way to change the detection on this so it can difference between the interceptor being out of the carrier and it still being inside the carrier?



None.

Jul 23 2011, 12:15 am Roy Post #2

An artist's depiction of an Extended Unit Death

Does this "random spot on the map" look like the center of the map? If you try to center a location on a nonexistent unit in "Anywhere," it will center the location to the middle of the "Anywhere" location, which is the center of the map.

Are you saying the trigger has a condition like "Player X brings at least 1 Interceptor to Anywhere" and it fires as true, even when the interceptor isn't deployed from the Carrier? My memory on hangar units is a bit fuzzy, so I'm not certain if this is the case.




Jul 23 2011, 12:20 am Azrael Post #3



A condition using "at most" won't include any units that are not visible, such as interceptors in a carrier.

Depending on how you're tracking the existence of interceptors, it could be related.

Post has been edited 2 time(s), last time on Jul 26 2011, 6:45 pm by Azrael.Wrath.




Jul 23 2011, 12:21 am ScaleMatrix Post #4



Like. When a move starts up, it spawns a carrier and the interceptor comes out and spawns units with blasts. But if the interceptor doesn't come out(Or doesn't ahve a target) it spawns in that "anywhere" location. And even if I try to redirect it to the carrier if the interceptor isn't out, the interceptor is still being tracked, yet it spawns it at anywhere.



None.

Jul 23 2011, 12:34 am Azrael Post #5



I'd guess it's either one of two things.

1) You're using "at most 0 interceptor" somewhere to determine that the interceptor doesn't exist, causing the centering trigger to not fire when the interceptor is inside the carrier and the location to remain wherever it was previously.

2) The trigger which tracks the interceptor continues to track it even if it doesn't exist, causing the location to move to the center of the map.

Either way, you can get around fixing the problem by also tracking the location of the carrier, and then performing the spell there in the case that no interceptor is ever used.

Post has been edited 1 time(s), last time on Jul 26 2011, 6:49 pm by Azrael.Wrath.




Jul 23 2011, 1:24 am Sacrieur Post #6

Still Napping

Quote
2) The trigger which tracks the interceptor continues to track it even if it doesn't exist, causing the location to move to the center of the map.

Meaning that the unit no longer has a physical presence in a map. Any unit that does not have a physical presence cannot be detected by triggers, such as map revealers.



None.

Jul 23 2011, 1:33 am Vrael Post #7



Try this instead:

First, center a large unit on the carrier, large enough that the interceptor wont be able to leave that area as long as the carrier is in the center of that location, and re-center that location as the carrier moves. Then, for your interceptor action do like:

Move Location "interceptor" on "Protoss Interceptor" owned by "Whatever Player" at "Carrier Location"
Spawn 1 Unit at "interceptor" for "Whatever Player"

That way, if the interceptor hasn't left the carrier yet, the location "Interceptor" will get centered on the carrier instead of the "Anywhere" location.



None.

Jul 23 2011, 1:34 am Lanthanide Post #8



Actually I think map detectors aren't affected by triggers simply because they disabled that, not because "they aren't physically present" in the map. There might even be a patch note about it.

Similar to how doodad units don't respond to move actions, and lurker eggs can't be detected, etc.



None.

Jul 23 2011, 1:43 am ScaleMatrix Post #9



Well that definality helped. Thank you very much.



None.

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