Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Sunken build detection
Sunken build detection
Jul 26 2011, 5:37 pm
By: newBorn  

Jul 26 2011, 5:37 pm newBorn Post #1



I have a creep colony,
I want "something" to happen when we morph the creep colony into a sunken (note: MORPH not finish building the sunken!)

What i mean is, i edited the building time of the sunken so that it *never finish* building (0 milisecond building time) so that the player can hotkey the building and morph/cancel morphing anytime he want.

My question is, how to do it?

I know its possible, i saw people do it earlier, no idea how they did it thou, also i cant replace the creep/sunken thingy with a hydra/lurker (both are used in the map) or guardian/muta



None.

Jul 26 2011, 5:41 pm CecilSunkure Post #2



Can't you detect when there is no creep colony? As in when it is morphing with the "Bring at most 0 creep colonies" condition? Then you can try moving "All units" from the location of the morphing off-screen, and replace with something of your choice.



None.

Jul 26 2011, 5:43 pm newBorn Post #3



Nope, the bring 0 creep colony to location just doesnt work, i tested it already, command sunken, bring sunken, command 0 creep doesnt work either.



None.

Jul 26 2011, 5:51 pm MadZombie Post #4



if you don't use minerals you could give the morph an arbitrary resource count and when that amount is removed you removed the building and place a colony in it's place to restart it and then carry out the actions that you wanted.



None.

Jul 26 2011, 5:55 pm newBorn Post #5



That wouldnt help even if i didnt use minerals, the point of the whole method is to let the player hotkey the creep/sunken and morph/unmorph at any time, if we remove it, the player will have to rehotkey every time.



None.

Jul 26 2011, 5:56 pm The Starport Post #6



I remember there was a way involving something to do with at least/at most/exactly. Can't remember the specifics...



None.

Jul 26 2011, 5:57 pm CecilSunkure Post #7



Quote from newBorn
Nope, the bring 0 creep colony to location just doesnt work, i tested it already, command sunken, bring sunken, command 0 creep doesnt work either.
Alright, PM Farty about it. I'm pretty sure it's like a combination of bring at least 1 unit, bring at most 0 Creep Colony, or maybe you detect Bring at Least 1 of whatever it is morphing into. I don't remember the exact combination.

Basically you have to detect when it morphs. You do this either by detecting the absence of a Creep Colony, the presence of another unit/building, or the change in minerals/vespene. Until you can ask Farty (if he even remembers) you'll just have to guess and check.



None.

Jul 26 2011, 6:13 pm O)FaRTy1billion[MM] Post #8

👻 👾 👽 💪

Bring Exactly 0 Creep Colony.

Morph the sunken, a high templar appears. Cancel the sunken, the high templar dies.

EDIT:
Apparently he figured it out in the shoutbox.
Quote
newBorn -- i did command exacly 0 creep colony and it worked, it didnt work for at most thou


Attachments:
sunken.scm
Hits: 1 Size: 28.02kb

Post has been edited 1 time(s), last time on Jul 26 2011, 6:19 pm by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jul 26 2011, 6:19 pm Sacrieur Post #9

Still Napping

Any theories as to why bring at most 0 won't work?



None.

Jul 26 2011, 6:20 pm O)FaRTy1billion[MM] Post #10

👻 👾 👽 💪

At Most and Exactly are handled differently. I don't remember any details ... but it also applies to detecting units in a bunker.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jul 26 2011, 9:53 pm Lanthanide Post #11



http://www.staredit.net/?p=oldwiki&s=142

Quote from Oldwiki
Incomplete buildings cannot be detected in any conditions that use the "at least" or "exactly" modifiers, but they can be counted using the "at most" modifier; unfortunately this is generally not very useful. Incomplete buildings will be considered for actions. Incomplete Zerg buildings morphing to higher forms, such as a Spire morphing into a Greater Spire, will be treated as the pre-morph building for all trigger conditions and actions.

So while the creep colony is morphing to sunken, it counts as a creep colony that is in production (rather than a sunken). Buildings in production are not counted by "exactly". So you'll have 0 creep colony if you use exactly, and 1 creep colony if you use "at most".

Post has been edited 2 time(s), last time on Jul 26 2011, 10:39 pm by Lanthanide.



None.

Jul 27 2011, 3:03 am Sacrieur Post #12

Still Napping

Quote from Lanthanide
http://www.staredit.net/?p=oldwiki&s=142

Quote from Oldwiki
Incomplete buildings cannot be detected in any conditions that use the "at least" or "exactly" modifiers, but they can be counted using the "at most" modifier; unfortunately this is generally not very useful. Incomplete buildings will be considered for actions. Incomplete Zerg buildings morphing to higher forms, such as a Spire morphing into a Greater Spire, will be treated as the pre-morph building for all trigger conditions and actions.

So while the creep colony is morphing to sunken, it counts as a creep colony that is in production (rather than a sunken). Buildings in production are not counted by "exactly". So you'll have 0 creep colony if you use exactly, and 1 creep colony if you use "at most".

Heh, well that's very nice feature, and a very interesting quirk. And here I was thinking at most 0 and exactly 0 were the same. Thanks.



None.

Jul 27 2011, 3:12 am Lanthanide Post #13



I think that only applies to unbuilt buildings specifically because Blizzard made it work that way. I believe it's probably in some of the early patch notes, likely around 1.03 or 1.04.

If you imagine a simple UMS game where you had to build something that took a long long time to build, and defend it during construction, if the unbuilt building counted for Exactly then you'd win the UMS as soon as you started building it.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[06:47 am]
NudeRaider -- lil-Inferno
lil-Inferno shouted: nah
strong
[05:41 am]
Ultraviolet -- 🤔 so inf is in you?
[04:57 am]
O)FaRTy1billion[MM] -- my name is mud
[04:35 am]
Ultraviolet -- mud, meet my friend, the stick
[10:07 pm]
lil-Inferno -- nah
[08:36 pm]
Ultraviolet -- Inf, we've got a job for you. ASUS has been very naughty and we need our lil guy to go do their mom's to teach them if they fuck around, they gon' find out
[05:25 pm]
NudeRaider -- there he is, right on time! Go UV! :D
[05:24 pm]
lil-Inferno -- poopoo
[05:14 pm]
UndeadStar -- I wonder if that's what happened to me. A returned product (screen) was "officially lost" for a while before being found and refunded. Maybe it would have remained "lost" if I didn't communicate?
[03:36 pm]
NudeRaider -- :lol:
Please log in to shout.


Members Online: 3camilae14100yM1, 6carolinec321yL5