Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Any way to have units not be able to attack
Any way to have units not be able to attack
Jul 28 2008, 7:35 am
By: Madroc
Pages: < 1 2 3 4 >
 

Jul 29 2008, 9:03 am Kaias Post #21



Quote from Madroc
I wonder why they don't make it so you can have 500 locations instead... dumb on SCmdraft maker's part?
Nope, blizzards.



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Jul 29 2008, 2:38 pm Falkoner Post #22



Quote
Ah that's an interesting idea I hadn't thought of. Unfortunately it has exactly the same symptoms as simply moving the same units to a location outside the map except it also deselects units and changes their color to boot:P

Actually, it would only deselect, as neutral players retain color when given units, and P12 retains the same alliances from players, but they are allied to everyone.



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Jul 29 2008, 5:23 pm Kaias Post #23



You could save locations by having 1 location to detect High/Low ground instead of 40 locations, (1 per bullet) and just cycle through.

I would think that'd be easier anyway.

But it sounds like you're pretty much finished anyway.



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Jul 29 2008, 5:57 pm Madroc Post #24



Quote from Falkoner
Quote
Ah that's an interesting idea I hadn't thought of. Unfortunately it has exactly the same symptoms as simply moving the same units to a location outside the map except it also deselects units and changes their color to boot:P

Actually, it would only deselect, as neutral players retain color when given units, and P12 retains the same alliances from players, but they are allied to everyone.
Still :D

Quote from Kaias
You could save locations by having 1 location to detect High/Low ground instead of 40 locations, (1 per bullet) and just cycle through.

I would think that'd be easier anyway.

But it sounds like you're pretty much finished anyway.

Hm how would I cycle through?



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Jul 29 2008, 7:21 pm Kaias Post #25



Quote from Madroc
Quote from Kaias
You could save locations by having 1 location to detect High/Low ground instead of 40 locations, (1 per bullet) and just cycle through.

I would think that'd be easier anyway.

But it sounds like you're pretty much finished anyway.

Hm how would I cycle through?
eh, depends on how you're doing it.

Probably something like
Move Low/High Loc to Bullet 01 P1 Loc
Detect

Move Low/High Loc to Bullet 02 P1 Loc
Detect

etc



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Jul 29 2008, 8:07 pm Madroc Post #26



Good point... I could have done it that way.. Gosh I wish I had known about the location limit when I started the map.



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Jul 29 2008, 8:19 pm Kaias Post #27



Yeah, and with the free space you could afford a couple more shots in play per person



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Jul 29 2008, 10:53 pm Madroc Post #28



I actually found that having 5 shots in play is pretty much a useless feature. Having only 3 or 4 would have been a better play on my part because each extra bullet costs 4-5 locations per person (32-40 total!), I think!



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Jul 31 2008, 1:25 am Vi3t-X Post #29



So long as the tanks are unallied with the player, the turrets will move to "attack", regardless of what you would like.
Some of your options may include (assuming that it is comp controled):

Having another computer with the same colour.
Issuing "Move, Give, Move" commands. Why? When a unit is told to move and is given to another player, it still moves, but loses the rest of its que (I think).
Issuing consistant Move commands.
Ask devilisk for his "EUDinside" box.

Assuming that the tanks are human controled:

Having another computer with the same colour.
Give them 0 Damage and toggle ally/unally sequences (this may screw up with dragoons though).
Burrowed Zerglings & Mobile Grids. OMFG :omfg:



None.

Jul 31 2008, 4:42 am Madroc Post #30



Quote from Vi3t-X
So long as the tanks are unallied with the player, the turrets will move to "attack", regardless of what you would like.
Some of your options may include (assuming that it is comp controled):

Having another computer with the same colour.
Issuing "Move, Give, Move" commands. Why? When a unit is told to move and is given to another player, it still moves, but loses the rest of its que (I think).
Issuing consistant Move commands.
Ask devilisk for his "EUDinside" box.

Assuming that the tanks are human controled:

Having another computer with the same colour.
Give them 0 Damage and toggle ally/unally sequences (this may screw up with dragoons though).
Burrowed Zerglings & Mobile Grids. OMFG :omfg:

They are human controlled.
Having another computer with the same color won't work cuz all 8 slots are filled, giving them ally/unally sequences won't work because that player might have another bullet at the same exact time and if he is allied, the bullet will fail. I'm not sure about the mobile grids but it sounds scary because there are more than 200 units that will need one at a time!

I just realized something - right now I have implemented a system where they are constantly teleported to a location outside the map if there is any risk of them running away. Will this constant teleporting stop a dragoon's missile from damaging the target? What about a zealot? What about a marine? What about an attacking infested terran? Cuz that would suck if it did stop missiles.



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Jul 31 2008, 9:07 am NudeRaider Post #31

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

The only thing im not sure about is the infested as it does splash and if it explodes he explosion might cause the damage in teh next cycle. I recommend you try that for yourself.
No unit's attack speed is fast enough to hit within 1/8 of a game second, except upgraded lings and sometimes stimmed marines.




Jul 31 2008, 6:37 pm Zombiechao Post #32



Quote from Madroc
I wonder why they don't make it so you can have 500 locations instead... dumb on SCmdraft maker's part?
About locations as well as centring locations on burrowed units you can have one location centred on a unit with a mobile grid on it then move the unit to wherever you want the location to be. This is another way of saving location space.
Pros
No burrowed units
More potential locations
Can be used to center a location on any abitrary point on a map
Edit: with a lot of triggers can target almost every point on the map
Cons
Intereferes with air units
Takes a while befor a unit gets to the spot that is supposed to be where the location is
May take a lot of triggers
Sample map showing it move to an abitrary point. (no locations no anything just terrain and a bunch of triggers)[attach=1457]

Attachments:
testmap.scx
Hits: 2 Size: 24.58kb

Post has been edited 2 time(s), last time on Jul 31 2008, 6:43 pm by Zombiechao.



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Jul 31 2008, 7:21 pm KrayZee Post #33



Quote from Madroc
But yeah, I know locations are a pain in the BUTT! I wonder why they don't make it so you can have 500 locations instead... dumb on SCmdraft maker's part?
Do not jump to any assumptions against the developer behind Scmdraft. The Campaign Editor itself is limited to 255 and Vanilla is limited to 64.



None.

Aug 1 2008, 4:02 am Madroc Post #34



Quote from Zombiechao
Quote from Madroc
I wonder why they don't make it so you can have 500 locations instead... dumb on SCmdraft maker's part?
About locations as well as centring locations on burrowed units you can have one location centred on a unit with a mobile grid on it then move the unit to wherever you want the location to be. This is another way of saving location space.
Pros
No burrowed units
More potential locations
Can be used to center a location on any abitrary point on a map
Edit: with a lot of triggers can target almost every point on the map
Cons
Intereferes with air units
Takes a while befor a unit gets to the spot that is supposed to be where the location is
May take a lot of triggers
Sample map showing it move to an abitrary point. (no locations no anything just terrain and a bunch of triggers)[attach=1457]
Awesome map, I hadn't thought of that. It can't be used in the map tho because scourges are air guys..

Question: What are the ways of making a guy not be able to move while having a dragoon be able to hit him? I know one option is to constantly order him to his present location, but are there any other alternatives?

Attachments:
testmap.scx
Hits: 2 Size: 24.58kb



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Aug 1 2008, 4:18 am Falkoner Post #35



Not really, I guess you could give it to a player that is an enemy of the dragoon, then give it to Player 12 and that would work.



None.

Aug 1 2008, 4:31 am Vi3t-X Post #36



Quote from Madroc
Quote from Vi3t-X
So long as the tanks are unallied with the player, the turrets will move to "attack", regardless of what you would like. Some of your options may include (assuming that it is comp controled): Having another computer with the same colour. Issuing "Move, Give, Move" commands. Why? When a unit is told to move and is given to another player, it still moves, but loses the rest of its que (I think). Issuing consistant Move commands. Ask devilisk for his "EUDinside" box. Assuming that the tanks are human controled: Having another computer with the same colour. Give them 0 Damage and toggle ally/unally sequences (this may screw up with dragoons though). Burrowed Zerglings & Mobile Grids. OMFG :omfg:
They are human controlled. Having another computer with the same color won't work cuz all 8 slots are filled, giving them ally/unally sequences won't work because that player might have another bullet at the same exact time and if he is allied, the bullet will fail. I'm not sure about the mobile grids but it sounds scary because there are more than 200 units that will need one at a time! I just realized something - right now I have implemented a system where they are constantly teleported to a location outside the map if there is any risk of them running away. Will this constant teleporting stop a dragoon's missile from damaging the target? What about a zealot? What about a marine? What about an attacking infested terran? Cuz that would suck if it did stop missiles.

Dragoon shots do tend to miss often due to their uncannily slow attacks.
Marines would work as they are "Impact, no missile" units.

And as for all 8 slots being filled up. May I show you the cool, kickass player 9, GREEN.



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Aug 1 2008, 5:59 am Madroc Post #37



Ah, I see.

Question:
Let's say there is a random amount of civilians owned by player 1 in location "1" and a random amount of civilans owned by player 2 also in location "1". The same is for players 3-8 as well. How would I make all of them move to their current position?



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Aug 1 2008, 7:35 am NudeRaider Post #38

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

Move all civilians for all players at location 1 to 'location outside map'




Aug 1 2008, 7:36 am KyleIs1337 Post #39



Yea but they are not attackable or moveable.

Edit:

At least not with all units



None.

Aug 1 2008, 7:45 am NudeRaider Post #40

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

He did't say something about preserving this. Also if he would want them to be moveable then why does he ask about keeping them at current position?!
If he needs them attackable he would have to order them and thus doing some cycling system, which would deselect and copy it many times.

[Civ Controllers]
Condition: Whatever should cause the immobilize
Center 'location 1' on civ owned by Current Player
Give 1 Civ to P12
Order Civ by P12 to move to 'location 1'

Copy this trigger as many times as there might be civs per player in 'location 1'
Then give them back:

[Civ Controllers]
Condition: Whatever should cause the immobilize
Give All Civ of P12 to Current Player




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