Dec 2 2010, 12:03 am
By: ubermctastic  

Dec 2 2010, 12:03 am ubermctastic Post #1

Hi I'm working on a new zombie map and I remember that somewhere I've seen a trigger that allows medics to heal units from across the map. Is this real? If so can anyone help me find it it'd help me a whole lot thanks!


Dec 2 2010, 12:09 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

SCVs can build and mine from afar when you're using a recall to unwalkable terrain on them while they're on the way but I doubt the same works with medic heal. Worth a try though.
If that doesn't work I wouldn't know what could.

Post has been edited 1 time(s), last time on Dec 2 2010, 11:49 am by NudeRaider.

Dec 2 2010, 12:30 am ubermctastic Post #3

I'll test it out, I wanted to make it so that using a healing item increases life by a set amount instead of just going to 100%.

Ok so that doesn't work. Is there any other way you can think of that would create the same kind of effect?

Post has been edited 1 time(s), last time on Dec 2 2010, 12:57 am by K_A.


Dec 2 2010, 1:13 am UnholyUrine Post #4

Virtual HP (Search for Virtual Hit Points) or Direct Damage using scarabs.. but they both make things really annoying to trigger...

If you can, just spawn a medic and remove it after a while. That's really the best thing you can do.


Dec 2 2010, 5:53 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

the only way to make a spell be cast longer than its normal range is with eud actions, which is essentially modding SC.
adding HP is tough. I did it in this map (select the shield battery to heal your guy). I don't recommend this way either, as it's limited to pre-placed units, and takes a LOT of triggers.

the healing item can be a medic. If you want the medic to heal a certain amount of HP, but still retain the ability to be moving (ie use a medipack, but then run away, thus the medic can't heal), you can detect how long the medic has been standing still using an inverted location. If the medic isn't in the location, then the medic is moving and not healing. Thus, you don't add to the timer. When the medic is in the location, you can add to the DC timer.

Medics heal 200/256 life every frame and lose 92/256 energy every frame while doing so. starcraft on fastest runs at 24 frames per second and hyper triggers run every other frame. You should be able to calculate how long you want it out there.

The easiest way would be to create the medic for a time, and spawn with a limited amount of energy.

"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 3 2010, 8:37 pm ubermctastic Post #6

Yeah, I won't be using any EUD (Too confusing for me) I'll see if I can make the medic appear, disappear, and so on.

Edit: Yay! It's finished (sorta) and it works! I got the medics and marines moving to a place off map when you use health restorative and heal still works!

Post has been edited 1 time(s), last time on Dec 9 2010, 8:29 pm by K_A.


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