
From campaign, the infestation of Command Center by Queen, have slip through into the melee games. Its very rare gambit to do, but it add a very nice flavor to the game (
and ignites thoughts: "what if queen can infest also Barracks? or Protoss structure? what if there can be more infected units trained or hybrid?").
===============
Similar to above gimmick, could be idea (also borrow from campaign) of Battlecruiser, which when destroyed (= 0 HP) above ground (land-able terrain), is transform into ground structure "crashed battlecruiser" with 30% of health.
If "crashed battlecruiser" is repair to 100%, he become again a flying Battlecruiser unit.
===============
it dont fit for Protoss [nor Zerg]. Even if Carrier crashed like this, Protoss could not repair it.
None.

Responsible for my own happiness? I can't even be responsible for my own breakfast
namespace hooks {
const u32 Func_ReplaceUnitWithType = 0x0049FED0;
void replaceUnitWithType(CUnit* unit, u16 newUnitId) {
u32 newUnitId_ = newUnitId;
__asm {
PUSHAD
PUSH newUnitId_
MOV EAX, unit
CALL Func_ReplaceUnitWithType
POPAD
}
};
...
for (CUnit *unit = *firstVisibleUnit; unit; unit = unit->link.next) {
if(unit->id == UnitId::scv && unit->mainOrderId == OrderId::Repair1) {
CUnit* orderTarget = unit->orderTarget.unit;
if(orderTarget && orderTarget->id == UnitId::Special_CrashedNoradII &&
((orderTarget->hitPoints + 255) / 256) == orderTarget->getMaxHpInGame()) {
replaceUnitWithType(orderTarget, UnitId::battlecruiser);
}
}
...
}
Also made some changes in die_order, too much to quote properly, so I've attached my file below.
Attachments:
that was the least thing I expected, you're the best.
edit::
so conversion double into s32 with hp - but its compiler bitching
1>die_order.obj : error LNK2005: "struct CUnit * __cdecl CreateUnit(unsigned int,int,int,unsigned int)" (?CreateUnit@@YAPAUCUnit@@IHHI@Z) already defined in use_tech.obj
maybe i do something wrong
edit:
i rename CreateUnit => CreateUnitB , compile succesfuly.

edit2:
sometimes the BC dont want to fly back after crash. Maybe the damages were to severe to be fix during field repairs?

edit3:
nah... SCV just make bungling again. I damage bc again, and repair back
Post has been edited 4 time(s), last time on Dec 2 2018, 6:31 pm by Lagi.
None.
edit2:
sometimes the BC dont want to fly back after crash. Maybe the damages were to severe to be fix during field repairs?

The bug may be a desync between the repair order and the frame when the unit actually reaches full health.
Another approach could be replacing the unit when the CBC reaches full health rather than checking for SCV's target.

Responsible for my own happiness? I can't even be responsible for my own breakfast
edit2:
sometimes the BC dont want to fly back after crash. Maybe the damages were to severe to be fix during field repairs?

The bug may be a desync between the repair order and the frame when the unit actually reaches full health.
Another approach could be replacing the unit when the CBC reaches full health rather than checking for SCV's target.
Yeah, this seems to be the case. Assuming you don't have any need for full health crashed BCs anywhere else, just take this approach - it's much simpler.
if(unit->id == UnitId::Special_CrashedNoradII && unit->hitPoints == unit->getMaxHpInGame()) {
replaceUnitWithType(unit, UnitId::battlecruiser);
}
strange thing
with voyager code the repair take much more time (its very slow)
using above, the repair is as fast as with normal repairing building (very fast)
None.