Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Making Computers Cast Stasis Field
[SOLVED] Making Computers Cast Stasis Field
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Oct 27 2012, 12:55 pm
By: Oh_Man  

Oct 27 2012, 12:55 pm Oh_Man Post #1

Find Me On Discord (Brood War UMS Community & Staredit Network)

I can't get Stasis Field to cast with any degree of reliability.
It seems you have to get the arbiter to be attacked but even then it doesn't fire half the time.

The Arbiter is set to enemy with the thing it is stasising.
I have tried using ORDER commands to no avail.
The health of the unit being stasised is 837 (hydralisk).
Energy is at 100% with stasis cost set to 1.
Both Arbiter and Hydralisk are NOT invincible.

Also of note is the Arbiter never attacks with its main weapon it keeps trying to flee from the attacking unit before deciding to stasis.




Oct 27 2012, 4:37 pm Roy Post #2

An artist's depiction of an Extended Unit Death

That's the expected behavior: flee a bit and then stasis. I've done this reliably in a couple maps of mine with a Marine attacking the Arbiter (accurate enough to stasis Lurkers in mid-burrow); it just takes a little fine-tuning on where you initially create the Arbiter before it's in the right position to stasis.

From the http://www.staredit.net/topic/13823/ thread:
Quote from Heinermann
Stasis Field
  • If idle, the target range is a 2048 box-pixel radius in campaign scripts or 1024 box-pixel radius in normal scripts. Otherwise it will be a 288 box-pixel radius when provoked.
  • Does not target Interceptors, Spider Mines, Scarabs, or workers harvesting gas.
  • Only targets units owned by players 1-8.
  • Enemy unit cluster must have at least 250 HP+Shields total, and this value must be greater than 2 times the HP+Shields total of allies in the cluster.





Oct 27 2012, 7:56 pm Leeroy_Jenkins Post #3



Also you should check out my RPG and how it does stasis, it casts like 98% of the time. You should already have the file.



None.

Oct 27 2012, 8:30 pm Lanthanide Post #4



In DS Night, the arbiter very rarely attacks. I have no idea what the trigger is for it attacking - perhaps standing still and idle it'll attack units that come into range?



None.

Oct 27 2012, 11:56 pm Oh_Man Post #5

Find Me On Discord (Brood War UMS Community & Staredit Network)

OK well I'm getting some better results now but it still isn't very consistent particularly the distance the arbiter travels before it decides to stasis.

EDIT: Ok thanks to Leeroy I got it right using a marine I can get a consistent stasis each time. Thread can now be locked thanks all.

Post has been edited 1 time(s), last time on Oct 28 2012, 9:33 am by Oh_Man.




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[10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
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