Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Make infested terran detonate via trigger?
Make infested terran detonate via trigger?
Mar 23 2010, 9:36 am
By: Lanthanide  

Mar 23 2010, 9:36 am Lanthanide Post #1



I'm guessing the answer to this is probably going to be no. I was trying to use a DDS system in my map but couldn't get it to work properly (not entirely sure why), so I thought about using infested terrans to get the same effect, however I can't get them to blow up.

If you manually order an infested terran to attack a spot on the ground, it will explode there. But doing the same using the "order unit" trigger doesn't work. Note that I am using a human player here, so AI scripts won't help. I tried using patrol on a whim, but likewise that didn't do anything.



None.

Mar 23 2010, 10:24 am NudeRaider Post #2

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

No. :P











Yeah, you can't make them blow up automatically. They need a target. And they splash yourself.




Mar 23 2010, 4:17 pm Daedalus Post #3



I'll elaborate NudeRaiders' comment.

Like he said, an IT needs a target to explode. So in the same trigger you should:
1) Create or move an IT
2) Create a dummy target which:
- is hostile to the IT
- is not invulnerable
- preferably survives the suicide so you don't have an 'extra' death animation
- is created nearby or even at the exact same spot as the IT.
3) Remove the dummy target

This will probably result in the IT exploding at the dummy target, dealing AoE damage to you and other players. I'm not entirely sure but I guess that there's a good chance the IT will explode on a different unit if it's close enough.


You are a lot better of with the DDS system though, so I suggest trying it again. Look at the numerous dummy maps in the wiki and the threads. It is more precise, doesn't have to deal splash damage to your own units and has upgradable damage!



None.

Mar 23 2010, 6:18 pm ImagoDeo Post #4



Your problem might be that your DDS_Scarab_Detect location is too large. It needs to be exactly 92 pixels in width. This is 4 pixels smaller than three full grid squares.

If that isn't the problem, recheck all your triggers to make sure they're preserved; make sure they are coded properly; make sure the units belong to the correct players; make sure you're centering the locations on the right units, etc.



None.

Mar 23 2010, 9:19 pm Lanthanide Post #5



Thanks Daedalus, I shall consider if your plan will work for my purposes or not.

To clarify on the DDS, I had it working perfectly. I had it so that as a shuttle flew around, it would get a scarab created under it every 0.5 seconds that would explode, sort of like an automatic bombing run.

I wanted to tone the strength of this down, as well as allow for a 'hero' upgrade. So my new plan is to have a dropship as the 'regular' unit, and and the shuttle be the 'hero' unit. Instead of constantly bombing (as this is quite powerful in my map), I wanted to make the bombs into units that the player could unload from the shuttle. The dropship would start with 1 bomb, while the shuttle would start with 2 bombs and 2 double bombs. These are represented by protoss high templar and zeratul with name changes (as I otherwise don't use these units in my map - I use almost everything else).

So the deal is I have a location that is ground-only, and when I detect a high templar present, I create a scarab via a reaver elsewhere, remove the templar and put the scarab in it's place, then move the scarab to an unwalkable location. The only problem is that in doing this, the scarab doesn't explode! If I take the high templar out of the equation (eg, use the previous constant-bombing setup) it works without issue. If instead of moving the scarab from the reaver to the high templars location I directly move it to the unwalkable location, it will explode. The problem just seems to be when I move the scarab to where the high templar used to be (eg, remove high templar at location, immediately move scarab to the same location in next action), it won't blow up.

There's a few things I can still fiddle with to see if I can get it to work, but it seemed that simply loading up infested terrans into the drops ships and having them attack on themselves would be much simpler.



None.

Mar 23 2010, 11:39 pm Apos Post #6

I order you to forgive yourself!

Not sure if it will work but you can just make the unit re-enter your transporter before the scarab.
You can create a burrowed unit under the infested and remove it as soon as it's dead. (Make sure they are enemies.) (You can probably use extended players for that. [9-11]) (To create the units for player 9-11 you just need to create it for a player then give to your other owner.)

When you can't do something, you can almost always find an other way of doing something similar. You are limited to your imagination.




Mar 24 2010, 11:58 am Daedalus Post #7



A common problem (for me at least) is that you cant move and explode a scarab in the same trigger. It took me like two stupid hours to figure that out but my own DDS worked perfectly after I seperated the explode from the move action into different triggers. Like this:

Trigger1: (Always runs)
- Move all Scarab from battlefield to unplacable location (=explode)
- Preserve

Trigger2: (Runs at cast or w/e)
- Move Scarab from Storage to Bomber

(Instead of both in the same trigger)


But you will probably also have the problem of displacing in combination with a small location. The very short presence of the High Templar displaced the Scarab, which might result in it not being in the (too) small location under the bomber and hence not exploding.

Did this help?



None.

Mar 24 2010, 10:08 pm Lanthanide Post #8



Actually in my previous constant-bombing DDS system, I had the scarab move and explode actions in the same trigger and that worked fine.

The location that is centered on the high templar that the scarab is moved to is about 2 tiles square I believe, so there's no problem with the scarab not being in the location. My hunch at the moment is that it's some weird thing with the scarab occupying a space that another unit (without an attack?) previously occupied. I think if I put a wait 0 delay in between removing the templar and moving the scarab, it might work, but I haven't gotten around to trying this just yet.



None.

Mar 25 2010, 1:38 am Leeroy_Jenkins Post #9



Just have burrowed units for another computer that is the infested's enemy. Make sure it has tons of health and the human players can't see it! It'll generally achieve the same effect as what you are trying to do.



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