i am still brainstorming the exact effects in the map and how to get to them but the planning is close to completion. P12 the broodlings were initially civillians (thin/small units) in the player's mineral line. the players are given a choice to vote for something that would change further in game and the choice is time limited, therefore the hallucination/broodling.
(consider the the screaming/popping gory and splattering messy deaths of the peaceful civillian and broodling right in their mineral field) the hallucination death effect has a cool effect the players wouldn't expect (hallucination status only detectable by owner), visually and auditory, and the map features a few other protoss elements (and my interest for rare elements of the game used at a pro level - yes, it will be a template of additional audio and visual effects to enhance the experience of regular bw gaming and spectators).
i was also looking for the alliance status (allies & allied victory) to effect a concept of the game to avoid using unit micro (eg. the old-fashioned and unoriginal beacon-civillian method). since hallucinations and alliance provide no score points those would remain unaffected too. i was also interested in spell effects triggering certain audio samples, for example a dark archon that has casted maelstrom for the first time would cause the "thoughts in chaos" clip to play for all spectating players. storms, optical flare, lockdown and similar spells, i am guessing these can all be found in the EUDs from what i have read till now. another question is if they can be activated only when a player's screen is positioned to display the spell/effect...?
i guess it would be very complex and a big block of triggers, locked locations, coordinates and equations for the simple task but it would still be effective. this way i could make the units say their intro speeches each time a spectator sees the unit trained.
a group of help/guidance messages will appear for anyone that wants it to - i wanted the kill kakaru method to trigger this but since i ran into the abovementioned troubles, and of course we don't want everyone to vigorously keep shooting the reappearing poor little kakaru. i will integrate it by a keystroke trigger, all the links are paying off.
i'll ask another since im here - well now we know that you can't create doodads, and we know that even the original staredit has a 'set doodad state' effect, is it possible to edit these sprites of dark swarm, recall, psionic storm, and whatever else, to make them appear again besides the first time they appeared at 0:00 and were gone without a trace?
to answer your questions (if those were in fact questions) yes, in my experience you can create any neutral unit that you can create for all the other players and it will remain in the game even when played in other modes than UMS (i have seen this in iccup maps - you often see zerg eggs/neutral buildings usually to block something, correct me if i'm wrong; though it didnt work when i just tried in my own map), but they do appear in ums, hallucinated and retaining all other unit properties. the recall/ds sprites appeared in the tvb mode too though. (not sure about the kakaru because i didnt have time to chase it around, but most likely)
btw thanks for the input on hypertriggers so far though it is still unclear. so all you need to do is add a trigger with 0ms timers and expect it to make every next trigger function immediate? i saw the WASD marine had immediate response time, as did the keystroke file, tested in my own and have periodic delays though, the wait block page cleared this up but it is still not very clear to me how to avoid them. i learned and saw that the wait timers work for each player separately - independent/local so thats a start
Post has been edited 3 time(s), last time on Jun 24 2014, 12:47 am by KoKo_PiDeRaS.
None.