Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Slow and fast overlords in same game
[SOLVED] Slow and fast overlords in same game
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Aug 21 2012, 4:04 pm
By: theleo_ua  

Aug 21 2012, 4:04 pm theleo_ua Post #1



Situation:

1) Elapsed time at most 5 minutes

Requirements: slow overlord should move from location A to location B

2) Elapsed time at least 6 minutes

Requirements: all overlords should become fast


Owner - only single computer


Problems:

1) Pneumatized carapace upgrade in scm draft upgrade settings can only be "researched" or "not researched". It cannot be "researched only after 6th minute"

2) yggdrasill is not an option, because it doesnt drop loaded units if attacked

3) using another slot (another computer) is not an option - all slots are busy


Questions:

1) Is it possible to make slow and fast overlords at the same time? If yes - what is the easiest way?

2) If pneumatized carapace is researched - is it possible to force fast overlord to move "slowly" from location A to location B?

3) Is there any "special single player" ai scripts, which will force computer to research pneumatized carapace in lair? The "ai custom level" and "expansion ai insane" are not an option, because start of researching of pneumatized carapace will not be instant, and side effects like "build units/buildings, order units to attack" will appear

4) Is it a way to force yggdrasil to drop loaded units if attacked?

Thanks

Post has been edited 2 time(s), last time on Aug 21 2012, 4:10 pm by theleo_ua.



None.

Aug 21 2012, 4:59 pm 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

1) No. Not unless you use EUD actions, which is modding.
2) You can simulate slow down for overlords by periodically ordering them back to A and then back to going to B.
3) No. You can set the time to be (almost) instant, but you can't influence directly (if at all) when the computer will start researching it.
4) Probably not. But there might be a way with EUDs for individual Yggdrasils. You can check if a specific unitID is being attacked (or targeted) and then order all units to leave transport.




Aug 21 2012, 5:03 pm BiOAtK Post #3



Has someone tested using nEUDs to turn a Ygg into a normal overlord to see if it maintains it's dropping on attack? Maybe that would work.



None.

Aug 21 2012, 5:41 pm Sacrieur Post #4

Still Napping

Quote
3) using another slot (another computer) is not an option - all slots are busy

You only need one player to have pneumatized carapace researched. Giving an overlord with this upgrade to a player who does not have this upgrade will give that player pneumatized carapace.

The overlord used can be created, given, and removed all in the same trigger, making it virtually undetectable. Any player can be used, even human ones.



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Aug 21 2012, 6:07 pm theleo_ua Post #5



Thanks a lot for the answers, but:

1) EUDs is not and option for me

2) "ordering them back to A and then back to going to B" - at least I need hypers for this (adding hypers to my current map can cause unpredicted problems and maybe force me to retest all triggers), and second reason - it will look like weird - overlord will be "rotating and moving with pauses" from "observer view" (even with hypers). The goal is "observers and human players should see this overlord and be 100% sure that it is slow one, like in melee game, and think that computer has not any cheats like already researched carapace"

3) "You only need one player to have pneumatized carapace researched. Giving an overlord with this upgrade to a player who does not have this upgrade will give that player pneumatized carapace" - not an option too

My map has: 3 slots for human players, 1 slot for computer and 4 slots for human observers. Giving researched carapace for human players is not an option - they should research it, if they are zergs. Giving researched carapace for observers is not an option too - observers are not always present - some games can be without any observer. Only 1 slot left - computer slot .

Maybe idea 2 is best, but I need to investigade, is it possible to simulate "beautiful" slow overlords, and also I need hypers for this.

Also I bet, that there are some special ai scripts for researching carapace (like "brood war terran 2 town A" for instantly build a nuke for example), but there are a lot of scripts - so a lot of time to investigate them

Post has been edited 4 time(s), last time on Aug 21 2012, 6:14 pm by theleo_ua.



None.

Aug 22 2012, 12:28 am Lanthanide Post #6



Quote from theleo_ua
3) "You only need one player to have pneumatized carapace researched. Giving an overlord with this upgrade to a player who does not have this upgrade will give that player pneumatized carapace" - not an option too

My map has: 3 slots for human players, 1 slot for computer and 4 slots for human observers. Giving researched carapace for human players is not an option - they should research it, if they are zergs. Giving researched carapace for observers is not an option too - observers are not always present - some games can be without any observer. Only 1 slot left - computer slot .
You can create units for players that aren't in the game. Eg the CPU player can have a trigger that creates an overlord belonging to player 8, even if player 8 isn't in the game. Then P4 has a trigger that gives the overlord from P8 to themselves, thus obtaining the upgrade.

Quote
Also I bet, that there are some special ai scripts for researching carapace (like "brood war terran 2 town A" for instantly build a nuke for example), but there are a lot of scripts - so a lot of time to investigate them
I would bet against that.

Very few of the campaign scripts do anything out of the ordinary.



None.

Aug 22 2012, 1:12 am theleo_ua Post #7



Quote from Lanthanide
You can create units for players that aren't in the game. Eg the CPU player can have a trigger that creates an overlord belonging to player 8, even if player 8 isn't in the game. Then P4 has a trigger that gives the overlord from P8 to themselves, thus obtaining the upgrade

Tried - it works! Big thanks!

Post has been edited 1 time(s), last time on Aug 22 2012, 2:43 am by theleo_ua.



None.

Aug 24 2012, 3:20 pm zzt Post #8



Quote from theleo_ua
1) Is it possible to make slow and fast overlords at the same time? If yes - what is the easiest way?

This one is possible. It needs a rescuable player though. Getting units from a rescuable player doesn't give the receiver any related upgrades, but the units themselves still obtain their specific upgrades.
e.g. : If P8(Rescuable) has pneumatized carapace upgraded and P1(Human) rescues one of P8's overlords, P1 won't get pneumatized carapace (so his other overlords are still slow) but the rescued overlord is fast.

This is also true for all movement upgrades and adrenal glands.

For more specific information:
Click this



None.

Aug 24 2012, 3:29 pm theleo_ua Post #9



Quote from zzt
Quote from theleo_ua
1) Is it possible to make slow and fast overlords at the same time? If yes - what is the easiest way?

This one is possible. It needs a rescuable player though. Getting units from a rescuable player doesn't give the receiver any related upgrades, but the units themselves still obtain their specific upgrades.
e.g. : If P8(Rescuable) has pneumatized carapace upgraded and P1(Human) rescues one of P8's overlords, P1 won't get pneumatized carapace (so his other overlords are still slow) but the rescued overlord is fast.

This is also true for all movement upgrades and adrenal glands.

For more specific information:
Click this

Thanks. Didnt know this



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