Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Making Other Players' Hallucinations Blue
Making Other Players' Hallucinations Blue
Aug 19 2011, 4:05 pm
By: zzt  

Aug 19 2011, 4:05 pm zzt Post #1



Hi, I'm new here! Glad to meet you all.
My English can be a bit awkward. If it is, that's because I'm Korean and my native language isn't English.


I think the searching system isn't working properly right now. I couldn't go through all the posts to see if anything similar is already written, but it seemed that there's no post that's discussing about the same matter.

Note : There's an unnecessary story below. Just jump to the conclusions if you wouldn't like to read it.

As Most of you'd already know, hallucinationed units ignore 'Give' triggers. This very often annoys us, especially when we've already made a bunch of triggers assuming that 'give' works for hallucinationed units. I first thought that was some kind of bug, but later I discovered some facts and thought it was intended,

One day, I was interested in experiments with hallucinations. I discovered that computers' hallucinationed ghosts can actually nuke somewhere with proper AI triggers, and I also found that hallucinationed queens can infest a damaged c-center. Furthermore, workers can gather resources from hallucinationed mineral fields/gas buildings until they disappear.

Then I did experiments with hallucinationed buildings, and got some interesting results. I gained control of a pre-placed hallucinationed add-on using real buildings, but the add-on didn't turn blue even though it said 'Hallucinationed'. I was a little confused, tried again, and got the same results. Then I tried another thing; I had a pre-placed add-on connected with a real building. As I launched the map, the add-on was blue. Then I lost control of it by lifting off the building it was connedted to. surprisingly, the add-on was still blue even though it wasn't mine then.
Thus I jumped into a conclusion: "Hallucinationed units look blue to, and only to its first owner." This fact made me think that using give triggers to hallucinationed units is banned intentionally.

That brought me another Idea. "Then, if I somehow manage to give control of my hallucinations to other players, wouldn't they look blue too?" So I worked on it. The good example of a way to change control between players without using 'Give' triggers or Mind Control(Hallucinations are immune to it) was add-ons, as mentioned above. Then I came up with an idea : "Dropships". Hallucinations can be loaded to dropships, and 'Give' triggers work for dropships regardless of what they have inside. I tested it, and the result was successful.





Conclusions:

To make someone else's hallucination that's blue, do the following:

1. Make a hallucination of yours. This hallucination can be any unit that can be loaded to a dropship.
2. Bring a dropship/shuttle/overlord nearby.
3. Load the hallucination to the unit of step2.
4. Give the unit of step2 to target player.
5. Unload the hallucination that will also have been given to target player from the unit of step2.
The hallucination will be blue even though it isn't yours.


I hope this gave you some help. See you later!



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Aug 19 2011, 7:28 pm samsizzle Post #2



wow... this is epic. terrific work. I'm gonna go test this.



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Aug 19 2011, 7:55 pm xAngelSpiritx Post #3

eternal lurker

All I really have to say is, nice find! I'm surprised this hasn't been discovered yet.



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Aug 19 2011, 8:33 pm ubermctastic Post #4



I don't know what I would use this for, but it's pretty cool nonetheless



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Aug 19 2011, 8:48 pm Apos Post #5

I order you to forgive yourself!

Wow! That's neat, imagine a defense map where all the waves would be blue (Someone should make it!).

I believe you didn't make any English mistakes.




Aug 20 2011, 12:44 am Roy Post #6

An artist's depiction of an Extended Unit Death

Quote from Apos
Wow! That's neat, imagine a defense map where all the waves would be blue (Someone should make it!).
I believe hallucinations cannot be detected via conditions. While it is a neat effect, I don't see a practical implementation of it.

For clarity, if you are on the receiving end of this effect (i.e. a hallucinated enemy unit is loaded, given to you, and unloaded), does the unit appear normal (not blue) to you?




Aug 20 2011, 12:51 am Jack Post #7

>be faceless void >mfw I have no face

Zzt, nice find.

If you don't mind me asking, what is the biggest or best korean broodwar mapping site?



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Aug 20 2011, 1:00 am Lanthanide Post #8



Seems rather limited applications, if the unit remains hallucinated (doesn't become a real unit able to do damage) and therefore will expire after a short period of time.

It seems like Apos' idea of a defense map above would mean that in a MP game, the units would only appear blue to one of the human players, and not all of them.



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Aug 20 2011, 1:05 am Raitaki Post #9



Quote from Lanthanide
Seems rather limited applications, if the unit remains hallucinated (doesn't become a real unit able to do damage) and therefore will expire after a short period of time.

It seems like Apos' idea of a defense map above would mean that in a MP game, the units would only appear blue to one of the human players, and not all of them.
And the players will have to manually tell the map when all units are dead. And nothing happens even if the players fail the wave and let every single one of the hallucinations through :awesome:



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Aug 20 2011, 1:11 am Lanthanide Post #10



You can detect hallucinated units through a little trickery.

They aren't detected in conditions, but they are affected by actions. So you have a regular unit or building in the center of the map (center of the 'Anywhere' location). Then you center a location continuously on the hallucinated unit type at 'Anywhere'. In the next trigger you check if the unit/building in the centre of the map is inside the location, if it is, this means there are no more hallucinated units inside the 'Anywhere' location. If it isn't, then the location must be on a hallucinated unit somewhere.

Checking if they've broken through your defense is a little trickier, but as locations always check from left to right, top to bottom, if your defense base is on the left of the map, then put some beacons for their target. When you center the location on the hallucinated units, it'll move to the left-most one, and you can check for the presence of the beacon - if there, it means they've broken through your base.

Originally the 'Fixed by Lanthanide' cysalis in the middle of my Desert Strike Night Fixed map was just a decoration (carried over from Final). But now I use it's presence in the very centre of the map at the Anywhere location in several of my triggers using similar principals to above (not for detecting hallucinated units, though).



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Aug 20 2011, 1:43 am zzt Post #11



Quote from Roy
For clarity, if you are on the receiving end of this effect (i.e. a hallucinated enemy unit is loaded, given to you, and unloaded), does the unit appear normal (not blue) to you?

Yes. It will only appear blue to its first owner. Likewise, if you rescue someone else's hallucinations, they will look normal as well.

Quote from Jack
If you don't mind me asking, what is the biggest or best korean broodwar mapping site?
It's Intothemap (Click this to go there - but be careful. It was recently attacked by several hacking attempts, and it may contain harmful scripts as a consequence. If you're using IE Browser 6 or less, it can be dangerous.) right now. SCI mapping there isn't very active recently though, due to SCII and the long absence of the site manager. My name is 'Defender' there.

Also, move location works quite well for hallucinationed units. Lanthanide is right.
I think Oo.Cool.Oo posted his Hallucination Defense some years ago in SEN. Though its waves don't look blue, these are all hallucinations. The map uses move location method to detect hallucinations.

Post has been edited 5 time(s), last time on Aug 20 2011, 4:53 am by zzt.



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Aug 20 2011, 3:55 am Sacrieur Post #12

Still Napping

Do hallucinated units take up index IDs? We can detect them this way.



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Aug 20 2011, 4:02 am iCCup.xboi209 Post #13



Very interesting find!



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Aug 20 2011, 4:47 am zzt Post #14



Quote from Sacrieur
Do hallucinated units take up index IDs? We can detect them this way.

Yes they do. They can be detected and they're EUD-Unit-Struct-applicable. I actually am working on a RPG map using this fact.

It seems impossible for me to directly load a YouTube video here. Instead I'll give you some links. Though it's Korean (and you won't probably understand the words) I think you can understand the key features just by looking at the video.

Link :
Stage 1
Stage 2
Stage 3

Post has been edited 1 time(s), last time on Aug 20 2011, 5:01 am by zzt.



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Aug 20 2011, 5:17 am Sacrieur Post #15

Still Napping

Awesome! This is extremely nifty, thanks for sharing it with us =D



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Aug 20 2011, 6:05 am Lanthanide Post #16



Why does the zealot take damage from the hallucinated probes? Do they do 1/2hp damage even though they're hallucinated?



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Aug 20 2011, 6:14 am zzt Post #17



Quote from Lanthanide
Why does the zealot take damage from the hallucinated probes? Do they do 1/2hp damage even though they're hallucinated?

Probes? What probes? Did you mean drones and marines on the video?
If you meant that, that's because I made EUD(EPD in fact) triggers that detect hallucinated monsters' attacks and decrease the zealot's hitpoint.
Hallucinated units can't deal damage at all in whatever form normally.

Post has been edited 2 time(s), last time on Aug 20 2011, 6:27 am by zzt.



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Aug 20 2011, 4:50 pm x-EnAlex Post #18



Nice find, can't believe it took that long for people to find that glitch out. I hope it doesn't crash anyone inside the game... You wouldn't do that, :lol: right?

... :flamer: right?!



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Aug 20 2011, 6:11 pm Sacrieur Post #19

Still Napping

Quote from x-EnAlex
Nice find, can't believe it took that long for people to find that glitch out. I hope it doesn't crash anyone inside the game... You wouldn't do that, :lol: right?

... :flamer: right?!

No it wouldn't =P

And it isn't so much a glitch as quirk.



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Aug 20 2011, 7:30 pm Gigins Post #20



I guess there's much more when a give trigger and a dropship is involded.



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