Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] NEO EUD question
[SOLVED] NEO EUD question
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Aug 29 2012, 3:59 am
By: Leeroy_Jenkins  

Aug 29 2012, 3:59 am Leeroy_Jenkins Post #1



I have a question about neo euds... I hope someone will be willing to point me in the right direction as far as learning how to do what I want to do... I haven't ever messed with EUDS before.

Although, I was wondering, using these new eud actions, would it be possible to have a marine (it just needs to look like a marine) that can shoot dark swarm?

Edit: I'm told that a marine is not possible, so what about a ghost or a medic?

Post has been edited 1 time(s), last time on Aug 29 2012, 4:07 am by Leeroy_Jenkins.



None.

Aug 29 2012, 4:06 am Roy Post #2

An artist's depiction of an Extended Unit Death

Dark Swarm isn't a weapon, so trying to swap out the Marine's weapon for Dark Swarm won't work. The Marine doesn't have any casting animation, so even casting it wouldn't work.




Aug 29 2012, 4:07 am Leeroy_Jenkins Post #3



What about a ghost or a medic?



None.

Aug 29 2012, 4:19 am staxx Post #4



i believe this is what you're looking for?

Quote from Chia-Tyrant
Quote from Azrael
Quote from Mouse
Would it be possible to make a hydralisk have plague as it's attack?

EDIT: ^ Using this method. Also would it be possible for a ghost's attack to become an EMP Shockwave?
No for both, unfortunately. You can't make units use abilities that they don't have the animation for.
Actually, the units that have targetable spells (like the ghost) can cast any spell (like EMP shockwave).

You wouldn't be able to make the ghost's default attack become EMP shockwave though, if that's what you were asking.


http://www.staredit.net/336021/



None.

Aug 29 2012, 4:40 am Azrael Post #5



A medic can cast it, and so can a ghost (although the ghost will lose its attack button, it can still attack manually if selected in a group which includes a unit that has an attack button). This is because they both normally have abilities which require a casting animation.

The first thing to do is to put the unit you want to swap at a predetermined index. You can find more about how to figure out various indexes and the units you would place and/or kill to alter them in this thread: http://www.staredit.net/topic/15356/

For the sake of this example, we'll use index 1367, as used in jjf's "WraithShot SCV" map: http://www.staredit.net/334523/

Set your Medic to use index 1367 (you can fill the indexes before that with Map Revealers). The indexes in use are listed when you select a unit in SCMDraft (and they can be moved up and down the list of indexes as well).

The preplaced unit which increases this index's unit ID by 1 when it dies is Unit #3900 owned by Player 223.

The preplaced unit which increases this index's command card by 1 when it dies is Unit #3900 owned by Player 235.

To find the difference in unit IDs between your starting unit and your target unit, you just go into SCMDraft and select both to see what their IDs are.

A Medic is Unit #34, and a Defiler is Unit #46.

This being the case, you would place 12 of each unit (the one that changes the unit's ID, and the one that changes its command card). You would also place a firebat nearby which will kill the preplaced units simultaneously via the splash of its normal attack (placement for the units is a bit odd, check the attached map to get the spacing correct, the firebat has to be approximately 15 horizontal tiles away).

When the preplaced units die, the medic will gain the stats and abilities of the defiler, while still looking like a medic.

I've attached a map which demonstrates this specific example.

Edit: You'll notice I disabled Burrow, that's because a Medic doesn't have the animation for it, so the game will crash if you try to do it.

Attachments:
Medic to Defiler.scx
Hits: 8 Size: 59.21kb

Post has been edited 1 time(s), last time on Aug 29 2012, 4:48 am by Azrael.




Aug 29 2012, 5:43 am Leeroy_Jenkins Post #6



I can't seem to find where unit's indexes are listed in scmdraft.



None.

Aug 29 2012, 5:45 am Dem0n Post #7

ᕕ( ᐛ )ᕗ

Place the unit, select it, and bring up its properties (press enter). I think that's where the unit's index is.




Aug 29 2012, 5:46 am Azrael Post #8



After you double-click a unit, one of the columns shown is "Index". If you don't see it, make sure you're using the newest version of SCMDraft2.




Aug 29 2012, 5:51 am Leeroy_Jenkins Post #9



Oh my god this version of SCMdraft is so much better, thank you.

Edit: So now I can only preplace 300 more items on my map?

Post has been edited 1 time(s), last time on Aug 29 2012, 1:37 pm by Roy. Reason: Try not to double-post



None.

Aug 29 2012, 6:09 am Azrael Post #10



No problem ^^ And you can remove some of the map revealers, if you replace them with units which will always be in every game (ie, you can't replace them with units for Player 2 if Player 2 won't be in every game).

Also make sure you don't put any Start Locations at a lower index, because they don't actually count in the game (all the indexes that are higher than a Start Location end up 1 index lower than what it says in SCMDraft). As an example, if you put Player 1's Start Location at Index 0, then whatever you have at Index 1 will end up as Index 0, and Index 2 will become Index 1, etc.




Aug 29 2012, 1:15 pm TiKels Post #11



Quote from Roy
Dark Swarm isn't a weapon, so trying to swap out the Marine's weapon for Dark Swarm won't work. The Marine doesn't have any casting animation, so even casting it wouldn't work.
Some spells can be made into weapons, though. I've seen it done before with stasis. I'd be willing to post the map if anyone were interested.

Probably not doable with neuds.



"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

Aug 29 2012, 6:21 pm staxx Post #12



If youre saying it's doable without the use of an enabler, i would like to see it.



None.

Aug 30 2012, 6:07 am Leeroy_Jenkins Post #13



Okay... so I think I did everything properly... But the map crashes on me.

I have a ghost... unit id #1, and i want it to get to a defiler, unit id #46. So i have 45 p223 unit#3900 and 45 p235 unit#3900, properly spaced from the firebats (I copyed from your map). What's the problem?

Edit2: I tried you suggestion of kerrigan, unit id 16, so i put 30 of each units to be killed, now the map doesn't crash, but kerrigan is unchanged, one of the firebats is a devourer though....

Attachments:
EUDAkerrigan.scm
Hits: 4 Size: 95.76kb
EUDAghost.scm
Hits: 1 Size: 96.09kb

Post has been edited 4 time(s), last time on Aug 30 2012, 6:45 am by Leeroy_Jenkins.



None.

Aug 30 2012, 8:05 pm staxx Post #14



For starters, your ghost map crashes because the formula you're using is probably for player 1. Seeing as you have randomized start locations its possible to be player 2, 3, 4, etc in which case your formula for the EUP's become broken. Unchecking the randomized start location should fix this issue for you.

I'll look into it further for you when i have the time, although i would probably bet someone else will get to it before me as i'm fairly busy for the next few days.



None.

Aug 30 2012, 9:29 pm Leeroy_Jenkins Post #15



No p1 is the only open player slot

Edit: I tried it anyways, randomize start location was not the problem. Not the only one at least.

Attached are my most recent attempts, which I think theoretically should be working, unless I'm not understanding what's going wrong.

Attachments:
Medic to Defiler (kerrigan).scx
Hits: 2 Size: 59.05kb
EUDAghost.scm
Hits: 5 Size: 96.11kb

Post has been edited 2 time(s), last time on Aug 31 2012, 2:59 am by Leeroy_Jenkins.



None.

Aug 31 2012, 5:34 am staxx Post #16



Heres an update to your map, just quickly switched it to a defiler for you, the command card still needs to be updated though didnt really have the time to do it for you. I may have time tomorrow evening at some point but if i do it'll be scarce, hopefully someone else has helped you by then.

Attachments:
EUDAghost.scm
Hits: 4 Size: 96.07kb



None.

Sep 1 2012, 3:17 am Leeroy_Jenkins Post #17



Okay that's great, thank you. If someone can help me changing the command card too that'd be awesome, because dark swarm is what I really need.



None.

Sep 1 2012, 4:34 am Leeroy_Jenkins Post #18



Azrael, I guess I forgot to upload most recent version, where I believe all the spacing is correct.

Attachments:
Kerrigan to Defiler.scm
Hits: 1 Size: 62.17kb



None.

Sep 2 2012, 1:04 am staxx Post #19



Here you go, ghost as defiler with updated command card.

For future reference, i suggest reading up on this post.

Attachments:
EUDAghost.scm
Hits: 4 Size: 96.41kb



None.

Sep 2 2012, 1:36 am Leeroy_Jenkins Post #20



Thank you!!! That's all I needed, this topic can be closed.

+25 minerals to staxx :)

Post has been edited 1 time(s), last time on Sep 2 2012, 1:42 am by Leeroy_Jenkins.



None.

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