Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: EUD's, Help me with thos plz
EUD's, Help me with thos plz
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Aug 16 2008, 10:49 pm
By: ca.fire-mage
Pages: < 1 2 3 >
 

Aug 17 2008, 7:17 am Fwop_ Post #21



Quote from O)FaRTy1billion[MM]
Quote from Fwop_
They weren't replaced. It was done just as Falkoner said, a comp with the tech researched had lings given to the player so the players would get upgraded lings.
I remember them becoming deselected ..?

The lings were first given to the computer with the upgrade researched, then back to the players (causing the deselection). Just different from giving a ling in some remote part of the map but it still works.



None.

Aug 17 2008, 2:01 pm ca.fire-mage Post #22



Quote from Fwop_
Quote from O)FaRTy1billion[MM]
Quote from Fwop_
They weren't replaced. It was done just as Falkoner said, a comp with the tech researched had lings given to the player so the players would get upgraded lings.
I remember them becoming deselected ..?

The lings were first given to the computer with the upgrade researched, then back to the players (causing the deselection). Just different from giving a ling in some remote part of the map but it still works.

impossible since u cant remove the rechearch since the fast lings diapear after like 5 puzzles
how is that possible??



None.

Aug 17 2008, 2:05 pm The_z0r Post #23



Quote from KyleIs1337
Yea, falk it was a typo but how does he have 70 posts per day? He hasn't even been here for a day..?
Posts per day is calculated by Posts divided by time since registered. Time since registered was under one (zero point something), so, when it got divided, it resulted in a high number.



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Aug 17 2008, 2:19 pm Falkoner Post #24



Quote
impossible since u cant remove the rechearch since the fast lings diapear after like 5 puzzles
how is that possible??

I have no idea how they could have made the tech disappear, unless they did swap the lings.



None.

Aug 17 2008, 2:20 pm ca.fire-mage Post #25



Quote from Falkoner
Quote
impossible since u cant remove the rechearch since the fast lings diapear after like 5 puzzles
how is that possible??

I have no idea how they could have made the tech disappear, unless they did swap the lings.

well how did they change the lings name?..
edit: nvm hero lings do 100 dmg and norm lings do 10
and when i had the fast lings they had 10 dmg.. and i know 100% sure that u cannot change base dmg in game
so there must be another way..



None.

Aug 17 2008, 2:21 pm Falkoner Post #26



Ugh, lemme dl the map and check this out.



None.

Aug 17 2008, 2:26 pm Ahli Post #27

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

maybe the first ling was slowed down with burrowed units and then the burrowed units were removed.




Aug 17 2008, 2:28 pm ca.fire-mage Post #28



Quote from Ahli
maybe the first ling was slowed down with burrowed units and then the burrowed units were removed.
no because there was another trigger that made the lings go way slower then normal and even so i think i would notice if the lings had borrowed units created and removeed cuz that makes the ling act weird when he moves sometimes

man no one has any idea on this?..



None.

Aug 17 2008, 2:29 pm Falkoner Post #29



Hmm, Ahli does have a bit of a point, he could have increased their speed with the upgrade, then used burrowed units to slow them down when he needed to.



None.

Aug 17 2008, 2:32 pm ca.fire-mage Post #30



Quote from Falkoner
Hmm, Ahli does have a bit of a point, he could have increased their speed with the upgrade, then used burrowed units to slow them down when he needed to.

well theres also a room that makes the ling go even slower then the normal ling and thats not possible if u have the fast ling already using borrowed units to be slow..



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Aug 17 2008, 2:37 pm Falkoner Post #31



Not really, because you can use a death count to make the burrowed units only move to you every 6 trigger loops, and then if you want them to go even slower, you increase it to once every 2 trigger loops, or every loop.



None.

Aug 17 2008, 2:40 pm ca.fire-mage Post #32



Quote from Falkoner
Not really, because you can use a death count to make the burrowed units only move to you every 6 trigger loops, and then if you want them to go even slower, you increase it to once every 2 trigger loops, or every loop.

well again the ling would act strange if he is slowed down by borrowed unit and he doesnt do that in the puzzling
there must be another way of doing this..



None.

Aug 17 2008, 2:47 pm Falkoner Post #33



Quote
well again the ling would act strange if he is slowed down by borrowed unit and he doesnt do that in the puzzling
there must be another way of doing this..

I don't know, I don't think it would look that strange, the problem is, I can't think of any other way to speed up a zergling, slow him down again, and then continue to slow it down even more, it's not possible without using burrowed units, I think what you've seen is the constantly moving burrowed units, which totally slows down, when you alternate a bit, it doesn't look half as weird.



None.

Aug 17 2008, 9:04 pm Pigy_G Post #34



Okay falkoner is right, After you beat the mutalisk room and get the legs, It's a different unit most likely belonging to a comp with speed upgrade then givin to each player, After you use the speed legs for the race puzzle your lings appear to just be moved, however I'm sure they are removed and replaced with normal lings.



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Aug 17 2008, 9:35 pm Falkoner Post #35



Quote
Okay falkoner is right, After you beat the mutalisk room and get the legs, It's a different unit most likely belonging to a comp with speed upgrade then givin to each player, After you use the speed legs for the race puzzle your lings appear to just be moved, however I'm sure they are removed and replaced with normal lings.

Not possible, like he said, I checked the map and the hero lings are named E Inner.



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Aug 19 2008, 1:46 am Pigy_G Post #36



Ok dude, They arent hero lings, they used to belong to a comp with tech researched. Then once you do the race puzzle it removes them and creates normal ones for you. Quite simple.



None.

Aug 19 2008, 7:22 am ClansAreForGays Post #37



Quite simple? You understanding of sc is too simple for u to understand the problem. If you give a player a unit to a player from another one that had tech for it, you will have that tech for the remainder of the game no matter what.




Aug 19 2008, 8:32 pm O)FaRTy1billion[MM] Post #38

👻 👾 👽 💪

When you acquire the heavy weights you are slowed down how Falkoner described...

EDIT:
Here are the triggers to the Enhanced Puzzlegs and Heavy Weight triggers:
Quote
// Speed upgrade. Gives units to CPU and then back.
Players("Force 1");

Conditions {
Bring("Force 1", "Exactly", 3, "Zerg Zergling", "Location 91", 0);
}

Actions {
GiveUnits(3, "Zerg Zergling", "Force 1", "Location 91", "Player 6", 0);
GiveUnits(1, "Zerg Zergling", "Player 6", "Location 91", "Player 1", 0);
GiveUnits(1, "Zerg Zergling", "Player 6", "Location 91", "Player 2", 0);
GiveUnits(1, "Zerg Zergling", "Player 6", "Location 91", "Player 3", 0);
SetSwitch("Switch 27", "Set", 0);
}

// Acquire heavy weights
Players("Player 6");

Conditions {
Bring("Force 1", "At Least", 1, "Men", "Location 35", "Unit Type Used");
Bring("Force 1", "At Least", 1, "Men", "Location 37", "Unit Type Used");
Bring("Force 1", "At Least", 1, "Men", "Location 28", "Unit Type Used");
}

Actions {
SetSwitch("Switch 17", "Set", "Always Display");
SetSwitch("Switch 62", "Set", "Always Display");
}

// Move locations to slow down
Players("Player 6");

Conditions {
Switch("Switch 17", "Set", 0);
}

Actions {
MoveLocation("Location 35", "Zerg Zergling", "Player 1", "Location 63", "Always Display" | "Unit Type Used");
MoveLocation("Location 37", "Zerg Zergling", "Player 2", "Location 63", "Always Display" | "Unit Type Used");
MoveLocation("Location 28", "Zerg Zergling", "Player 3", "Location 63", "Always Display" | "Unit Type Used");
PreserveTrigger("Always Display");
}

// Slow down units (why would you split this into 3 triggers? O.o)
Players("Player 6");

Conditions {
Switch("Switch 17", "Set", 0);
}

Actions {
MoveUnit(3, "Zerg Zergling", "Player 7", "Location 63", "Location 35", "Always Display" | "Unit Type Used");
PreserveTrigger("Always Display");
}

Players("Player 6");

Conditions {
Switch("Switch 17", "Set", 0);
}

Actions {
MoveUnit(3, "Zerg Zergling", "Player 7", "Location 63", "Location 37", "Always Display" | "Unit Type Used");
PreserveTrigger("Always Display");
}

Players("Player 6");

Conditions {
Switch("Switch 17", "Set", 0);
}

Actions {
MoveUnit(3, "Zerg Zergling", "Player 7", "Location 63", "Location 28", "Always Display" | "Unit Type Used");
PreserveTrigger("Always Display");
}


Post has been edited 4 time(s), last time on Aug 19 2008, 9:07 pm by FaRTy1billion.



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Aug 22 2008, 3:37 am GameLoader1337 Post #39



sorry can anyone tell me wats this p15 scarab? how does it work?



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Aug 22 2008, 3:54 am Morphling Post #40



Here is a tutorial.




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