Map Revealers?
Jul 13 2008, 5:34 pm
By: Zombiechao  

Jul 14 2008, 6:23 pm Falkoner Post #21



I remember creating map revealers via triggers, and then using the glitch to grab one, when it was laying on the ground(not picked up yet) it was visible.



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Jul 15 2008, 12:04 am stickynote Post #22



Map revealers can be placed on top of anything. I'm sure you know that already, though.



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Jul 20 2008, 6:36 pm Zombiechao Post #23



Just reviving this thread for a little question about the halluc power up trick. Does it need a power up with health or will a hallucinated uraj crystal work just as well?



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Jul 20 2008, 6:38 pm O)FaRTy1billion[MM] Post #24

👻 👾 👽 💪

Hallucinated Uraj Crystal will work. It just has to be a hallucination your worker can pick up.

Quote from Falkoner
I remember creating map revealers via triggers, and then using the glitch to grab one, when it was laying on the ground(not picked up yet) it was visible.
Oh, you mean DON'T pick it up? Like the scannersweep becomes a visible marine?



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Jul 20 2008, 6:45 pm Zombiechao Post #25



i'm still trying to auto the thing. Should I kill the unit or remove the unit?
Edit: Nvm. I got it to work! Hooraay!!
Edit; I let people see a map revealer. YEah!
Edit: Oddly the map revealer crashes the game when picked up. I wonder if it is because there is nothing to pick up. I'll go try and create a unit. Then pick it up.
Edit: Nope doesn't work. >:(
Oh well. I'm trying it with a hallucinated map revealer now..
Edit: IT DIDN:T CRASH RIGHT AWAY HOORA"Y!! I set the properties to Hallucinated with 1% hp and when I grabbed it it turned into a supply depot. Then I moved a bit and it crashed. Cool. So I'm going to try with a whole bunch of properties.
EditSame thing happened except possibly longer. I think it crashes because of the hallucination. (when the hallucination runs out of power) I'd really value some input on this.
Edit: I realized why the game crashed. The supply depot is a terran building. It died from the flames on it. DOh!
Edit: Nope, just crashes after a while.

Post has been edited 8 time(s), last time on Jul 20 2008, 7:20 pm by Zombiechao.



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Jul 20 2008, 9:56 pm Falkoner Post #26



I think buildings crash when moved, can't remember.. But yeah, why did you use a hallucinated map revealer? Just do a normal one, also, there isn't a way to pick up a map revealer and walk around with it, to calculate what unit will be picked up, you simply add 177 to the ID of the unit being picked up, and that's what you get, here's a calculator Farty gave me: http://falkoner.cow.googlepages.com/PowerupUnitsCalc.htm, since the Map Revealer's ID is 101, you can't ever pick it up, unless you somehow picked up a unit with -76 as their ID.



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Jul 21 2008, 1:20 am Zombiechao Post #27



Quote
But yeah, why did you use a hallucinated map revealer?
I was experimenting and it turned out that map revealers don't crash right away when picked up if they are created with properties as opposed to just normally created. I wonder if that happens with other units?
Edit; Just checked and it is the moving that crashes the game.
Edit: The supply depot doesn't move it's fans. I wonder why?

Post has been edited 1 time(s), last time on Jul 21 2008, 1:28 am by Zombiechao.



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Jul 21 2008, 8:28 pm Zombiechao Post #28



Okay I've been working on some triggers for awhile but now I need to find a way to detect when a unit picks up a power up and which player;s unit picked it up.



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Jul 21 2008, 8:50 pm O)FaRTy1billion[MM] Post #29

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Quote from Zombiechao
Quote
But yeah, why did you use a hallucinated map revealer?
Edit; Just checked and it is the moving that crashes the game.
It crashing has to do with animation scripts... When your probe is holding an image, that image will call any animation the probe does. If your probe walks, the image will call for a walking animation. If there is none, the game crashes. Same goes for attacking.



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 21 2008, 8:58 pm Zombiechao Post #30



That was not very helpful and relevant to my current question which is how can I detect when a unit picks up a power up and which player controlled that unit?



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Jul 21 2008, 9:12 pm The Great Yam Post #31



If it is hallucinated, you cannot detect it normally. However, you can center a location on a hallucinated unit. If you have a location that is constantly attempting to center on the powerups and a unit in the direct center of the map, it will find the powerup. If you ALSO add in that it will detect if there is a worker in that location, it will be able to detect when a player has picked it up and who has picked it up.

Condition:
Player 1 has suffered exactly 0 deaths of "Death Count"
Actions:
Set deaths for Player 1 to 1 for "Death Count"
Center Location "Find Powerup" on Powerup owned by Player 1 at anywhere
Preserve Trigger
^
This trigger will try and find your powerup, and if it does not, it will center the location onto the center of the map.

Condition:
Player 1 has suffered exactly 1 deaths of "Death Count"
Neutral brings atleast 1 "Unit at Center of the Map" to "Find Powerup"
Actions:
Set deaths for Player 1 to 0 for "Death Count"
Preserve Trigger

^ If there is no Powerup to be found, it will center on the unit at the center of the map, and reset.

Condition:
Player 1 has suffered exactly 1 deaths of "Death Count"
Neutral brings exactly 0 "Unit at Center of the Map" to "Find Powerup"
Player 1 brings exactly 0 "Work" to "Find Powerup"
Actions:
Set deaths for "Death Count" for Player 1 to 0
Preserve Trigger

^The powerup is present, but there is no one there. Then it is a simple matter of making a similar trigger, but with the condition that there is a worker there, and you can either make a trigger for each player or have another set of triggers find out which player it is and run the appropriate actions. Hopefully it can still center on the Powerup when it has been picked up.

I also believe you cannot detect the vespense tanks/mineral chunks with triggers either, but I could be wrong.



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Jul 21 2008, 9:18 pm Zombiechao Post #32



It is not a hallucinated powerup.
All try that.



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Jul 21 2008, 9:22 pm The Great Yam Post #33



If it is a normal powerup it you could simply put a location around it and just detect when a worker enters it.

Again, I don't think you could detect one of those extended powerups, or center a location on them.



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Jul 21 2008, 9:36 pm Zombiechao Post #34



I tried centreing a location around the powerup but the location stayed at the place the power up was picked up.



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Jul 22 2008, 10:53 pm The Great Yam Post #35



Well, my point was that if a worker ENTERS the location you could just center on their worker and perform the necessary actions.

I really need to know what you're trying to do here.



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Jul 23 2008, 1:13 am Zombiechao Post #36



I'm using powerups as weapons for an rpg. With the hallucinated power up trick I can make some power ups that look like the unit is holding a weapon and buildings will be spells.



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Jul 23 2008, 2:36 am The Great Yam Post #37



Well, so long as they are normal powerups you should just put a location over each type, and if a unit enters that area run the triggers to set up that weapon.

Doesn't seem like it needs to be overly complicated.



None.

Jul 23 2008, 3:17 am Jello-Jigglers Post #38



Quote from Zombiechao
I'm using powerups as weapons for an rpg. With the hallucinated power up trick I can make some power ups that look like the unit is holding a weapon and buildings will be spells.
How are you gonna drop the weapons?



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Jul 23 2008, 3:50 am Falkoner Post #39



Kill the peon :P



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