Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Dark Templar and Cerebrates
Dark Templar and Cerebrates
Oct 3 2013, 5:32 pm
By: checkmate824  

Oct 3 2013, 5:32 pm checkmate824 Post #1



Does anyone know how the resurrection(without DTs) and permanent slaying(with DTs) of Zerg Cerebrates works in the official campaigns, specifically; what are the trigger conditions and actions used?



None.

Oct 3 2013, 6:08 pm jjf28 Post #2

Cartography Artisan

I highly recommend you download this at some point so you can look at the campaign maps yourself: Campaign Extraction Utility. Remember to put it in its own folder before you run it, since it will pull out alot of files.

These are the triggers (in text version), and a snapshot of the locations (stripped down to the important ones)

Code
Trigger("Player 5"){
Conditions:
    Bring("Player 2", "Protoss Dark Templar", "AttackCerebrate02 .g", At least, 1);
    Bring("Current Player", "Zerg Cerebrate", "Cerebrate2 .g", At most, 0);

Actions:
    Comment("Disable respawning Cerebrate (bring Dark Templar/bring 0 Cerebrate)");
    Set Switch("C2Dead", set);
}

//-----------------------------------------------------------------//

Trigger("Player 4"){
Conditions:
    Bring("Player 2", "Protoss Dark Templar", "AttackCerebrate01 .g", At least, 1);
    Bring("Current Player", "Zerg Cerebrate", "Cerebrate1 .g", At most, 0);

Actions:
    Comment("Disable respawning Cerebrate (bring Dark Templar/bring 0 Cerebrate)");
    Set Switch("C1Dead", set);
}

//-----------------------------------------------------------------//

Trigger("Player 4"){
Conditions:
    Switch("C1Dead", not set);
    Bring("Current Player", "Zerg Cerebrate", "Cerebrate1 .g", At most, 0);

Actions:
    Comment("Respawning Cerebrate (C1Dead clear/bring 0 Cerebrate)");
    Move Unit("All players", "Men", All, "Cerebrate1 .g", "Reloc1A .g");
    Move Unit("All players", "Men", All, "Cerebrate1 .g", "Reloc1B .g");
    Kill Unit At Location("All players", "Any unit", All, "Cerebrate1 .g");
    Create Unit("Current Player", "Zerg Cerebrate", 0, "Cerebrate1 .g");
    Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 5"){
Conditions:
    Switch("C2Dead", not set);
    Bring("Current Player", "Zerg Cerebrate", "Cerebrate2 .g", At most, 0);

Actions:
    Comment("Respawning Cerebrate (C2Dead clear/bring 0 Cerebrate)");
    Move Unit("All players", "Men", All, "Cerebrate2 .g", "Reloc2A .g");
    Move Unit("All players", "Men", All, "Cerebrate2 .g", "Reloc2B .g");
    Kill Unit At Location("All players", "Any unit", All, "Cerebrate2 .g");
    Create Unit("Current Player", "Zerg Cerebrate", 0, "Cerebrate2 .g");
    Preserve Trigger();
}

//-----------------------------------------------------------------//







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Oct 3 2013, 6:24 pm Dem0n Post #3

ᕕ( ᐛ )ᕗ

Yeah, Blizzard just basically checked to see if there was a Dark Templar around the Cerebrate, and if there was, it didn't respawn, but if there wasn't one around it, they respawned the Cerebrate.




Oct 4 2013, 10:09 pm checkmate824 Post #4



Quote from Dem0n
Yeah, Blizzard just basically checked to see if there was a Dark Templar around the Cerebrate, and if there was, it didn't respawn, but if there wasn't one around it, they respawned the Cerebrate.

Yeah this is basically what I did, except I just triggered invincibility and deactivation.

Quote from jjf28
I highly recommend you download this at some point so you can look at the campaign maps yourself: Campaign Extraction Utility. Remember to put it in its own folder before you run it, since it will pull out alot of files.

These are the triggers (in text version), and a snapshot of the locations (stripped down to the important ones)

......


Thanks so much for the detailed info; this isn't as elegant as how I wrote the trigger, but I suppose it is more effective in some ways(such as lore).



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O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[04:04 am]
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[04:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
[03:57 am]
Sylph-Of-Space -- Unless I'm dum (possible)
[03:57 am]
Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
[03:53 am]
Sylph-Of-Space -- :'( dont cry for me cat-gentina
[2024-5-19. : 9:18 pm]
Ultraviolet -- 🔪🐈
[2024-5-19. : 12:34 pm]
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