Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: counting hallucinated units?
counting hallucinated units?
Dec 10 2007, 10:20 pm
By: who  

Dec 10 2007, 10:20 pm who Post #1



Is it possible?
e.g. when i make an "at least" trigger, the hallucinated unit is not counted.



None.

Dec 10 2007, 10:35 pm lil-Inferno Post #2

Just here for the pie

I think this map will help you as it has hallucination detection: http://www.maplantis.org/index.php?map=361




Dec 11 2007, 12:36 am NudeRaider Post #3

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

INIT: create a temp unit at the location of the questioned unit(s) (orig loc) and set dc 'hallu count' to 1.

LOOP1: Then make a loop - condition: brings no temp unit to 1x1 pixel and 'hallu count' is exactly 1 - which:
- removes all temp units
- centers 1x1 pixel on the hallucinated unit
- creates a temp unit at 1x1 pixel
- moves 1 of the hallus at 1x1 pixel to a temporary location
- adds 1 to your counter

AFTER LOOP1: When brings at least 1 temp unit to 1x1 pixel and hallu count is exactly 1
- set 'hallu count' to 2

LOOP2 (optional): If you have a mix of hallucinated and real units of the same type give all units at temp loc to temp player and make another loop - condition temp player brings at least 1 unit to temp loc and 'hallu count' is exactly 2:
- move 1 unit at temp loc owned by temp player to temp loc 2
- subtract 1 from your counter

END: When temp player brings at most 0 unit to templ loc and 'hallu count' is exactly 2
- Give all units from all players at temp loc 2 to orig player
- Move all units from temp loc 2 to orig loc
- Move all units from temp loc to orig loc
- Set 'hallu count' to 0




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