Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spell Damage Trigger
Spell Damage Trigger
Jan 8 2008, 5:39 am
By: Joshgt2  

Jan 11 2008, 10:39 pm Pyro682 Post #21



Holy christ... Gold star Nude Raider, you just owned like 6 people all at once- hahahaha
But in all seriousness, whats UED stand for... (Except United Earth Directorate)

As for the Creating some air units that dont directly overlay the hero, you teleport a flying building (I usually use a CC. Flying terran buildings dont slow down the unit- i do it all the time) - then create the Units, and then base a grid off of the bottom unit. U only need to create about 4 or 5 units (depending on how accurate u need the Grid to be.) Do you understand? Its hard to explain... If you dont, i can just easily whip out a smiley diagram. .... Can i copyright those?



None.

Jan 11 2008, 10:43 pm Falkoner Post #22



Nude, please, try to remember that:

UED = United Earth Directorate
EUD = Extended Unit Deaths

kthx :P

And Nude, creating a unit not directly over is quite simple, you just create a ground unit, center the location on THAT instead, then do your triggers there and remove the unit.



None.

Jan 11 2008, 11:07 pm NudeRaider Post #23

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

Sorry, I didn't intend to intimidate anybody. I just give my opinions/knowledge in the best interest of the thread.


I'm not familiar with UEDs. I forgot what it stands for, I just know what they are:
EDIT: OKOK Falk, EUDs :P now it makes much more sense... as i wrote... I'm not familiar with them. :dontgetit:
You could use deaths for extended players 13+ (I think even more than 255) to read or overwrite certain areas of the sc memory to achieve any number of effects.

The problem was you could even write OUTSIDE of sc's memory and thus had the potential of implementing malicious code into sc maps. Thus Blizzard patched them out, leaving only a fraction of the possibilities of what once was possibe. One of the few things you still CAN do is detect hp of a unit.
But getting it to work is complicated and not worth the effort as the memory locations change each patch.

Maplantis has a tut about them afaik, but you'll have to wait until it's on again if you want more info.


About moving a building: Moving a unit also causes unit lag, so where's the advantage?


About creating a ground unit, then center on it: LOL, ofc you CAN do that, but we're trying here to avoid unit lag by NOT creating a ground unit. ;)




Jan 11 2008, 11:15 pm Falkoner Post #24



If you create the ground unit it will be displaced by the other unit, therefore causing it no lag..



None.

Jan 11 2008, 11:18 pm NudeRaider Post #25

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 Falkoner
If you create the ground unit it will be displaced by the other unit, therefore causing it no lag..
???
Are you trying to tell me that (with hypers running) constantly creating and removing a ground unit at the location centered on the hero is NOT causing the hero's movement to slow down?




Jan 11 2008, 11:26 pm Falkoner Post #26



No, it isn't, since it gets displaced, it simply is created and centered on and removed all in the same trigger, so it's as if the unit is never there.



None.

Jan 13 2008, 4:46 am JaBoK Post #27



hmm... why hasnt anyone thought of this one yet?

What if you use vHP but instead of showing wireframe as health you just let the unit die, and when it dies reduce one health and replace the unit?
Yeah it can look wierd, I know, but if you use say a zealot, with 20 shields and 1 hp, then every 21 damage it dies, you have the location following th zealot create a new zealot, and you say make a ling death for blood, shake the camera, and presto! When you get hit you lose life, and are shaken for a sec, temporarily losing control of your actions until you can get it back together. That's just an example, the concept can be used however.



None.

Jan 13 2008, 5:04 am Twitch Post #28



Quote from JaBoK
hmm... why hasnt anyone thought of this one yet?

What if you use vHP but instead of showing wireframe as health you just let the unit die, and when it dies reduce one health and replace the unit?
Yeah it can look wierd, I know, but if you use say a zealot, with 20 shields and 1 hp, then every 21 damage it dies, you have the location following th zealot create a new zealot, and you say make a ling death for blood, shake the camera, and presto! When you get hit you lose life, and are shaken for a sec, temporarily losing control of your actions until you can get it back together. That's just an example, the concept can be used however.
I would agree with this idea,there is a arena map I have feel in love with called particle arena that basically does that.So I would do what JaboK said.A vHP system should solve the problem.



None.

Jan 13 2008, 5:20 am Pyro682 Post #29



It would be awkward playing it... Ive tried many ways, the lings are the best bet.
As for the Not directly over the unit, I prefer the building... I mean cmon, how many grids do you know of include buildings???
Besides, if the hero is moving towards where the ground unit is, it will slow down horrendously. Buildings that fly man, i mean.. CMON!!! its STYLE!!!
Lurks dont slow down units, but they attack, so have an extra player for the hero's Lurks for each hero,... and so on.
Ive done a vHP with a vincible hero and able use of the wire frame in a map with the buildings... it works great.
EUDs... Ick.
Not a fan of using death counters, nor am i a fan of EUDs.. whatever they are.



None.

Jan 13 2008, 5:28 am NudeRaider Post #30

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 JaBoK
hmm... why hasnt anyone thought of this one yet?

What if you use vHP but instead of showing wireframe as health you just let the unit die, and when it dies reduce one health and replace the unit?
Yeah it can look wierd, I know, but if you use say a zealot, with 20 shields and 1 hp, then every 21 damage it dies, you have the location following th zealot create a new zealot, and you say make a ling death for blood, shake the camera, and presto! When you get hit you lose life, and are shaken for a sec, temporarily losing control of your actions until you can get it back together. That's just an example, the concept can be used however.
That's a nice effect, but it renders your unit uncontrollable if you are under constant fire. Also you lose your hotkey which is very annoying imo.
In addition it makes the enemy lose focus of your unit - well but that's a general problem of vHP.




Jan 13 2008, 7:20 am JaBoK Post #31



Well I'd make the effect not happen alot, say shields/hp is how many you avoid then after a while one really gets you, so maybe only like if you had 1000 hp divide it in to 100s



None.

Jan 13 2008, 5:13 pm Pyro682 Post #32



IVE GOT IT!!!!

(quick notice:) If i find out someone (not someone09), but somebody did this already, like that Grid system that enhances like the vision infront of you thing (See UMS THeory), im gonna hurt him/her

Here it goes! ^^
Ok We have 2 vHP systems.

The First one will use.... hmm... lings.
The second one can be used as hydras.

For a hero of 5, 000 HP:
and Each ling has 1,000 HP, and every Hydralisk has 100 HP.

Now.... Heres how it works
There is one Zergling, making 1000
while the rest is 40 hydralisks:+4000
Making the total Hit Points of :5000

THe Hydralisks are invincible, while the Zergling is the only vHP vincible unit. :)
We basically use the Hydralisks for the ... U know... Spell casting.....
And the Zerglings for basic combat! HAHAHA!!! :D Its so simple! :lol: ^^ :}

Wootz!

(now a problem may arise)

What if the ling dies?
Trigger saying, if Player suffers death of 1 zergling , remove 10 hydras and create 1 burrowed zergling
(remember to have "Current player commands at least 10 hydralisks")

If we get down to lower HPs like.... 600/5000, there will be no zergling, and we will just run off of a normal vHP system... with just the hydras.
Now, if you guys are really really picky... You can use a triple vHP system, Down to the one's place... I made mine down to the Hundred's place for simplicity.

So? What'dya guys think? Nifty huh? :D



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