Special Effects
Feb 19 2018, 5:48 am
By: Kolokol  

Feb 19 2018, 5:48 am Kolokol Post #1



I remember playing a Brood War multiplayer map called "Blood Pressure Marathon". In it, the Corsair had an effect that happens when using Disruption Web.
When you use its disruption web on an area, everything in that area gets destroyed, and the D-Web disappears. As I've said,it's a multiplayer map, so I doubt it involved modifying the Starcraft data files. Another map that had fancy effects happen upon using an ability is Russian Roulette, where every time a Sunken Colony or Nydus Canal gets D-Webbed, a random number generator would run. Here are some Youtube videos from other people to show what I mean:
https://www.youtube.com/watch?v=1nwEYKQdtGg
https://youtu.be/VdIr3KO2BfU?t=12m1s
I am wondering how those effects, especially the one where the D-Web ability blows up everything, are done, and whether it can be applied to other units. For instance, is it possible to make it so that anything within the area of effect of a Science Vessel's EMP ability gets destroyed when the EMP missile hits? Or everything caught in an arbiter's stasis field blowing up?

Next, I was wondering whether it's possible for the "Floor Hatch (Unused) " doodad to be shown opening up, and how. I've heard people say that it's possible, but is it really?
Any and all help is appreciated.



None.

Feb 19 2018, 7:08 am Pr0nogo Post #2



Roy made BPM if I remember correctly. Disruption Web is created as a unit, as well as Dark Swarm. You can detect when [player] brings one of those units to [location] and have desired trigger actions based on that, including removing the unit itself. Scanner Sweep is also considered a unit, though is not detectable through triggers in the base game as far as I'm aware.

The Floor Hatch can be placed using SCMDraft. I don't believe you can create it with triggers, but I haven't tested it myself.




Feb 19 2018, 4:57 pm Dem0n Post #3

ᕕ( ᐛ )ᕗ

I'm not sure if you can create disruption web. You may have to preplace it on the map and then move it around. Also, when checking the condition for it, I think disruption web belongs to neutral, so you can't check it on a per-player basis.

You can make the floor hatch open up by modifying its doodad state. I think if you enable it, it will open.



Memes gather, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the memer on the walls. I am the shield that guards the realms of memes. I pledge my life and honor to the Meme's Watch, for this meme and all the memes to come.

Feb 19 2018, 10:49 pm Kolokol Post #4



Quote from Dem0n

You can make the floor hatch open up by modifying its doodad state. I think if you enable it, it will open.
How do I do that?



None.

Feb 19 2018, 11:07 pm Pr0nogo Post #5



There's a trigger action called Set Doodad State that will do it.




Feb 20 2018, 12:02 am Kolokol Post #6



Quote from Dem0n
You can make the floor hatch open up by modifying its doodad state. I think if you enable it, it will open.
Quote from Pr0nogo
There's a trigger action called Set Doodad State that will do it.
I just created a small test map to try that out.
I set up the trigger like this:
Players: Player 1. All Players
Condition: Elapsed game time is at least 30 game seconds
Action: Enable doodad state for floor hatch unused for player 1 at location anywhere
preserve trigger

Nothing happened.



None.

Feb 20 2018, 3:40 am Dem0n Post #7

ᕕ( ᐛ )ᕗ

Not sure if the floor hatch will actually be owned by player 1. Try all players or neutral. Also, it may be disable instead of enable. Try that.



Memes gather, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the memer on the walls. I am the shield that guards the realms of memes. I pledge my life and honor to the Meme's Watch, for this meme and all the memes to come.

Feb 20 2018, 3:53 am Pauper Post #8



With EUD, you can toggle the StarEdit flags so you can create the unit via triggers. It has to rin obviously before the creation trigger runs.

EDIT: You may be able to create distibution web and dark swarm withthe same method above. This works on unused heroes and buildings as well.



Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel

Feb 20 2018, 6:05 am Kolokol Post #9



Quote from Dem0n
Not sure if the floor hatch will actually be owned by player 1. Try all players or neutral. Also, it may be disable instead of enable. Try that.
I've tried player 12 as floor hatch owner and made a trigger to apply to all players. Disable and toggle both worked, thanks.
I've experimented with the scanner sweep triggering. Seems like the player that uses scanner sweep also commands the unit. However, the trigger doesn't move the location to the scanner sweep.

So in this case, the trigger created units where "location 7" was already placed, instead of where I scan-sweeped. Any idea how to fix that?

Attachments:
Triggers1.png
Hits: 3 Size: 165.36kb



None.

Feb 21 2018, 6:23 am Sie_Sayoka Post #10



Scanner sweep can only be detected through the command condition. Locations do not interact with it so you cannot move a location onto it. If you just want a visual effect you can achieve this through using the computer's AI to scan when attacked by a cloaked unit. Alternatively you can use a script to make the computer use recall for a similar effect.

See here for scanner conditions.
Recall can be used through the 'run ai script at location'

You can also bypass all of this and just use EUDs for whatever desired effects you want.



None.

Feb 24 2018, 4:40 am Kolokol Post #11



I got another question:
How do you make the recall effect sprites stay around permanently? I've put some of them in my map, but they simply disappear.



None.

Feb 24 2018, 7:24 am NudeRaider Post #12

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

You can't. It plays its animation just once. Unless maybe there are EUD tricks to rewind it?




Feb 24 2018, 9:49 am Lanthanide Post #13



You can't get the sprites to stay. But you can give an arbiter to a CPU player and use the Cast Recall CPU script to make it cast recall where you want. If the CPU doesn't own any units at the target location, you just get the spell effect and nothing else.



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[07:41 am]
Black_Overseer -- so cool
[07:41 am]
Black_Overseer -- remind me brood war beta. https://imgur.com/a/MUnHIeH
[03:01 am]
Corbo -- That was just a photshop. About to implement it right now
[03:00 am]
Corbo -- No, i took them from scmdraft lmao, just copypasted a single one
[12:45 am]
Pr0nogo -- and yes imo the second image looks better
[12:43 am]
Pr0nogo -- that does seem pretty useful, but thinking about it geographically, the layer before would have to replace the low dirt
[12:42 am]
Pr0nogo -- did you take those cliffs from the shitty stack blend lmao
[11:55 pm]
Corbo -- which probably looks better xD
[11:55 pm]
Corbo -- alternatively white: https://imgur.com/XkwQbQO
[11:46 pm]
Corbo -- like foggy, not able to see the bottom kind of high. Those doodads are gonna parallax. to give the 3d ness of the height because fuck yeah
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