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I remember seeing in a map a while ago, tested with a bunch of SENNERS, I believe for a contest - a zombie map which used vhp infested kerrigans.
What I mean is, you shoot a infested, it dies, but is immediately replaced with another infested kerrigan in the except same spot, and a gunshot WAV plays. After X amount of shots it is dead dead and won't 'come back'.
What was amazing about this is that there were a large number of infested kerrigans (I think perhaps close to 50 or more), they were all the same unit and same player. How was unique vhp being tracked for each of these units???
I didn't think such a thing was possible.
Does anyone know how it is done?
Yours sincerely,
OhManymous.
An artist's depiction of an Extended Unit Death
Here's an idea: move X amount of burrowed units under each Kerrigan, and each time she dies, remove a burrowed unit and create a new Kerrigan at that location. When the burrowed units run out, she won't respawn. You would cycle through the burrowed units by Give Player (giving the burrowed units, not Kerrigan), and when there is a burrowed unit group with no Kerrigan, create a Kerrigan at the location and remove a burrowed unit.
I don't know if this is how what you were thinking of worked, but it sounds pretty stupid, so I doubt it. But the above would recreate the scenario you're describing.
Is this the map you're talking about?I think that he uses separate locations for each kerrigan (do I need to elaborate on this?). The map is protected, so I can't really tell. Alternatively, you can always use burrowed units under them as Roy mentioned.
None.
Here's an idea: move X amount of burrowed units under each Kerrigan, and each time she dies, remove a burrowed unit and create a new Kerrigan at that location. When the burrowed units run out, she won't respawn. You would cycle through the burrowed units by Give Player (giving the burrowed units, not Kerrigan), and when there is a burrowed unit group with no Kerrigan, create a Kerrigan at the location and remove a burrowed unit.
I don't know if this is how what you were thinking of worked, but it sounds pretty stupid, so I doubt it. But the above would recreate the scenario you're describing.
Yeah, I was thinking that they were using burrowed units to track which kerrigans were still alive, but this would slow them down, so unless a slow was intentional, it'd be incredibly inefficient.
>be faceless void >mfw I have no face
Are you completely sure that there is no giving of units to other players at all? That is, when the kerrigans enter a "range" location they get given to another player so that it's easier to track them? I know how to do it with two players but not with one, for a large amount of units that respawn.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
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Yer that's the one Chia. Yep he's using 49 locations in total.
Only around 20 of them are tiny, which I think must be the ones for the zombies.
However the Infested Kerrigans are being slowed as well, which may indicate burrowed units after all.
It's possible Jack. There are two computers one yellow one white both in the same force. However I never saw the unit flicker white. Unless it is happening very quickly.
So does anyone know how the general concept of this works?
An artist's depiction of an Extended Unit Death
However the Infested Kerrigans are being slowed as well, which may indicate burrowed units after all.
[...]
So does anyone know how the general concept of this works?
Player 8Player 9 commands exactly 0 Zerg DroneGive all Zerg Drone owned by Player 10 at Anywhere to Player 9Move location CHECKER on Zerg Drone owned by Player 9 at AnywherePreserve Trigger Player 8Player 9 brings at least 1 Zerg Drone to CHECKERPlayer 8 brings exactly 0 Infested Kerrigan at CHECKERRemove 1 Zerg Drone for Player 9 at CHECKERCreate 1 Infested Kerrigan at CHECKER for Player 8Preserve Trigger Player 8AlwaysGive all Zerg Drone owned by Player 9 at CHECKER to Player 10Move location CHECKER on Zerg Drone owned by Player 9 at AnywherePreserve Trigger That's about how I'd get about to doing it with one location. I assume the author used an
LID system for his zombies instead of cycling, though.
You can detect when a unit dies by using bring and command, but it only works 50% of the time. It could be that zombies had a 50% mortality rate after being shot.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
I remember seeing in a map a while ago, tested with a bunch of SENNERS, I believe for a contest - a zombie map which used vhp infested kerrigans.
What I mean is, you shoot a infested, it dies, but is immediately replaced with another infested kerrigan in the except same spot, and a gunshot WAV plays. After X amount of shots it is dead dead and won't 'come back'.
What was amazing about this is that there were a large number of infested kerrigans (I think perhaps close to 50 or more), they were all the same unit and same player. How was unique vhp being tracked for each of these units???
I didn't think such a thing was possible.
Does anyone know how it is done?
Yours sincerely,
OhManymous.
Well, you use a 1x1 pixel location for each kerrigan that keeps centering on the kerrigan. That is how you keep track of the location/death of each individual kerrigan. I'm sure you can figure out the rest
(this won't work for units that are too fast, they might outrun the location)
If location amounts are a problem, go with Roy's method. I've never seen that idea before. Brilliant.
None.
kerrigan and ghosts can outrun a 1x1 pixel location moving left unless my math is off.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
An artist's depiction of an Extended Unit Death
Right, but the Kerrigans are also slowed by the move unit effect (as Oh_Man mentioned a few posts up), which should fix that issue, should it not?
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Well this is very cool it fixes that really annoying thing where units can only have 1 health so the gunshot plays. Now you can have gunshots for doing damage too, not just death, and maybe for monsters you can also add death WAVs for when they actually
die die.
A cool zombie map could be made with this plus Psionic Storm's ambient sound effects system.
Something like... PARK LIFE... oh wait Sam abandoned it.
An artist's depiction of an Extended Unit Death
Using EUDs, you could just detect when the player's unit's attack cooldown is greater than 0 to play the WAV sound. EUDGen will create the EUD for this.
Or really, any form of VHP can do what you describe. That's kind of the point of VHP: you can control exactly what to do for any amount of life changes for a unit. A traditional VHP system would kill a burrowed unit per hit, which you could detect easily.
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Don't EUDs have horrific multiplayer issues though.
An artist's depiction of an Extended Unit Death
Only for Mac users (which can be fixed with determination). See Section 5 of
http://www.staredit.net/topic/14226/.
For this scenario (playing a WAV), the only thing that would happen is that Mac users wouldn't hear the WAVs unless you set up the EUDs for them as well. EUDGen doesn't generate Mac triggers as of yet. Nobody would actually drop from the game.
Edit: For clarity, you're using a global EUD condition (checking a unit property) and a local action (playing a WAV). This is the safest EUD combination possible, and it is an impossibility to desynchronize anyone, regardless of their OS.
Post has been edited 1 time(s), last time on Dec 28 2012, 7:17 pm by Roy.