Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Cool "satellite" idea.
Cool "satellite" idea.
Jan 10 2008, 9:49 am
By: candle12345  

Jan 10 2008, 9:49 am candle12345 Post #1



Well, I've been away a while, so hi. If anyone's missed me. :)

Anyway, I thought up this idea for a map I'm making. I haven't attempted it yet. But it SHOULD look really cool.
Anyway, here's the idea.

Comsats, turn into observers when built. But that's not the interesting bit, the method, is the fun part. When the comsat is done. I spawn a nuke in it's position. Then, I order a computer controlled ghost to launch the nuke. Thus causing the nuke to take off, just before the nuke "disappears" I'll kill the ghost, so the nuke never comes down, and an observer will spawn where the nuke left off. Thus, all the players know that someone just launched their satellite, and the person who built the thing gets to sit back grinning his head off.

The method I've thought up is this:

Activates for 1,2,3,4

Current Player Brings at least one Comsat to Anywhere

Move location Rocket-Launch to Comsat owned by Current Player at Anywhere.
Remove all Comsat owned by Current Player at Rocket-Launch
Create 1 Ghost at Secluded Nuke Site for Player 5 (Computer)
Wait 20 Milliseconds [To make sure it doesn't run the script before the ghost spawns, as triggers often do]
Create 1 Nuke at Rocket Launch for Player 5 (Computer)
Run AI Script "Launch Nuke" at Secluded Nuke Site
Wait [however many milliseconds]
Remove all Ghost for Player 5 at Secluded Nuke Site
Move location Rocket-Launch to Nuke owned by Player 5 at Anywhere
Create Observer at Rocket-Launch for Current Player

The only flaw I can think of, is that you may not be able to set a location to where a nuke is.
If that happens, I'll simply create the observer where the comsat was built.

Thoughts on this?



None.

Jan 10 2008, 10:10 am candle12345 Post #2



I've made a basic prototype, Testing now.
[1 minute later]
Okay, that trigger outlay does't work. I'm going to try moving a missile out of it's silo.
[2 minutes later]
Well, the new method I tried doesn't work. Is there a way to move a nuke out of it's silo?
I suppose I could make only 4 nukes on the map [one for each player] but who knows which nuke will get called out.
[1 minute later]
Moving nukes seems to be impossible [I didn't know this, so shh.]
I could use an alternative method, whereby the player can make a nuke silo, then launch the nuke with their ghost. Then the location centres on the nuke as it begins to fall [So you call in the observer via ghost] While this method is a cool alternate method of launch, it isn't what I want.
I'm all out of ideas for now. So you guys fill in the thread.
I'll try and get the "summoned" observer working.

-_-
I lost my train of thought halfway through.

Well, all's going nicely. I haven't yet got it working, but that's because I'm still working out the time it takes for a nuke to begin dropping.
I'll attach a version of the map when it's done. However, if anyone can find a way to get the first method working [using a comsat, instead of making a nuke then launching it]

The edit screwed up.
Anyway, the whole thing is a bust. Here's the best I got. It's cool. But not cool enough :(

Attachments:
Satellite Test.scm
Hits: 6 Size: 26.39kb

Post has been edited 7 time(s), last time on Jan 10 2008, 11:21 am by candle12345.



None.

Jan 10 2008, 12:41 pm Falkoner Post #3



Lol, I read the first line of how it works and knew it wouldn't, you can't spawn nukes :P



None.

Jan 10 2008, 1:11 pm Ahli Post #4

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

It is not what you tried to do, but I got the intention to write this.

simulate sattelites that give you vision:
1. use one computer player to be the sattelite or sattelites.
2. preplace some nuclear rockets for the computer
3. run the yunkyard-dog-ai-script for the player
4. enable vision with the computer, if the player has access to the sattelite (commands a comsat)
5. disable the vision if the player lost the technology/requirements for that (commands no comsat)

@what you tried to do:
you can only launch nukes with nuclear silo.




Jan 10 2008, 9:59 pm Falkoner Post #5



And those nukes are uncontrollable.



None.

Jan 10 2008, 10:22 pm candle12345 Post #6



Well using a glitch I can extract a nuke from it's silo.
I thought a preplaced nuke would behave similarly.
Please note, I haven't actually read every starcraft mapping thread in the history of forever.
This was a learning experience in how nukes work triggerwise.



None.

Jan 10 2008, 10:25 pm Falkoner Post #7



What glitch is that? The hallucinated power-ups one?



None.

Jan 10 2008, 10:29 pm lil-Inferno Post #8

Just here for the pie

Can't you just have a button to launch one or something and then it would say: Sattelite Launch Detected. It would make a lot more sense and would be 'possible'. You could use mobile grids to make it look like it's launching up with explosions.




Jan 10 2008, 10:41 pm candle12345 Post #9



Yes, it is the hallucinated powerups one.
I don't want my satellite to be launched in explosions. I wanted it to be launched like a nuke.
I attempted to set a location position on a nuke as it flies out of the silo, but it seems the "position" of the nuke doesnt change as it's launching [It does when it begins to fall though] My system was hardly reliable.
Just try the god damned map.



None.

Jan 20 2008, 1:02 am Crossbowman Post #10



The thing with the nuclear missiles is that you need a missile silo and you need to set the hanger number to one, I believe. The silo must also belong to the computer, and only then will he be able to launch the nuclear missile. This won't work unless you plan on giving the command centre to the computer for a moment as well. Then again, I'm not that skilled any more...



None.

Jan 20 2008, 1:36 am candle12345 Post #11



I tried doing that. It didn't work.

The current system let's the player make his nuke silo. Then he launches it with a ghost.
50% of the time, the observer spawns on the silo after the launch and the missile stops.
40% of the time, the nuke lands, asplosion ensues.
10% of the time, the observer spawns as the nuke falls back to earth, giving a very awesome looking effect, but too unreliable.



None.

Jan 20 2008, 2:02 am Crossbowman Post #12



Well, where do you usually launch the nuke? If it's covered by shroud, then nobody should care. Of course, disable the ability to build nuclear silos. About the spawning on the silo, I think it may be a matter of multiple players building the satellite at the same time. As an example, say if I build one pylon, then it spawns a unit, like a sieged tank. If I build a bunch of them, and just as I start building the last one the first one completes, then all of the pylons are removed and instead have sieged tanks. Hmm...now that I think of it, have you ever tried counting how many seconds it takes? I once tried counting after the computer said "Nuclear launch detected", and I counted to 10 before it landed.



None.

Jan 20 2008, 4:13 am candle12345 Post #13



It's hardly precise, I might not be doing HyperTriggers correctly, but as seen above, the effects differ.
Download hte map, launch a nuke. Take a look at the results.
I suggest making the ghost invulnerable though, he tends to die if the nuke lands x_x.



None.

Jan 23 2008, 3:22 am Aoe325 Post #14



I have no idea of what I'm saying but couldnt you just call a regular nuke, detect the launch (because the silo was preplaced) and delete the nuke just before it lands and moving an observer there?



None.

Jan 23 2008, 4:09 am candle12345 Post #15



That's exactly what I did.
But the triggers have a mind of their own...

:unsure:



None.

Jan 25 2008, 1:03 am Aoe325 Post #16



Got it to work, pretty cool. ^^
I used waits so you might want to replace that with death counts for efficiency.
You can easilly trigger something so that a nuke silo can be built anywhere but only 1 a time.

EDIT : Re-uploaded a newer version that works better

Another edit : DOH!! I misunderstood what you meant! You want the satelite to spawn where the nuke silo actually is. In the map I sent it will spawn a satelite at the location the nuke was called. You could keep it that way but if you dont want to simply shorten/remove the wait I put so that it spawns above the silo.

If the nuke actually lands and explode (rarely does) it's because I used waits and not dc. It's not as precise as I'd want it to be. Needs tweaking. Off course if you just make it so it appears over the silo that wont ever happen

Attachments:
Satellite Test.scm
Hits: 3 Size: 26.5kb

Post has been edited 7 time(s), last time on Jan 25 2008, 2:05 am by Aoe325.



None.

Jan 25 2008, 7:14 am candle12345 Post #17



Cool, thanks for that. I tried it out, it works nicely.
Unfortunately, the map I was planning on using this idea in now has a different method for the satellites that I'd prefer. This could be used by someone else though. It's a good idea. If I do say so myself.



None.

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