Float DT's
Mar 16 2008, 6:31 pm
By: ZzEzZ  

Mar 16 2008, 6:31 pm ZzEzZ Post #1



I was wondering... how can I create a Dark Templar that is, upon creation, floating? or is the float a "w/e" glitch already patched?

I know this was at least possible at one time bcuz i playd a map where the only way you could beat the level you were on was to float a DT across a certain place...

The DT float is pretty much just for aesthetics though.... i want to create a few floating DT's around a building so i can use their death animation to make it look nice when i take the building away... but i cant just use normal DT's because if the building is to close to a wall when i try to "take it away" the DT effect won't be aligned the way it should...

so yea, just wondering : )



None.

Mar 16 2008, 6:43 pm NudeRaider Post #2

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

This glitch has been patched since 1.12 or so.

And even if you downgrade you cannot trigger that, since (afaik) you need to merge a templar for that, but there's no such ai script.
Also no editor can possibly create preplaced floaters, since that's a glitch and no property.




Mar 16 2008, 8:40 pm ZzEzZ Post #3



o aight thx... yea i was just takin a stab in the dark, hoping it could be done lol


but i got 1 more question...
can disruption fields be detected?
(i just now tried, using the "bring" trigger, but nothing happend... imma keep tryin shiit, but stop me if its impossible lol)

heres the reason i need to detect it:

Corsair shoots disruption field
Disruption Field (DF) gets detected, triggering the following:
-Center location X on DF
-Remove all DF
-Create 3 scarabs at DF
-Issue Order to all scarab at X: attack to Anywhere

essentially giving a corsair a new weapon... a scarab gun : )

i omit the "player" cuz its all "current player," basically whoever has a corsair and uses DF



None.

Mar 16 2008, 8:55 pm Ahli Post #4

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

1. all disruption webs belong to player12/neutral
-> check for disruption webs owned by neutral/player12 (use editors like scmdraft2 or starforge)

2. you cannot create scarabs with triggers in a location directly
3. you cannot order scarabs to attack something directly
-> Take a look at this to learn how to create a scarab spell




Mar 16 2008, 9:46 pm Falkoner Post #5



Only units that can be placed in normal Staredit can be created via triggers, but many of them can be moved, such as scarabs and disruption webs, the only spells that can be detected via bring condition are Disruption Web, and Dark Swarm, Scanner Sweep can be detected with Command, but cannot have locations centered on it or anything.



None.

Mar 17 2008, 12:23 am ZzEzZ Post #6



u can have locations centered on those spells... things work pretty much nicely using ahli's scarab spell method... except, the scarabs wont attack anything >.< they just run off 2 the side of the land (theres land and water) and blow up... i'm pretty sure they are still trying to attack their original target thats y... but i've been trying, ever since ahli posted, to get these scarabs to frikkin attack something >.<

ok so... heres the breakdown this time:

-6 reavers are preplaced on the map far away from everything else at location A (3 reavers for p1 and 3 reavers for p5... both of whom are on seperate teams)
-A corsair shoots a disruption field (DF)

player 1 is the only player that has these triggers right now by the way...

****Trigger 1****
-DF detected by "bring" trigger
***ACTIONS
-Location B is centered on DF
-DF is removed
-Hanger count for reavers owned by p1 is increased by 1
---(p1's reavers try to attack p5's reavers)---

*****Trigger 2*****

-p1 brings at least 1 scarab to location A
***ACTIONS
-Move all scarabs from A to B
-Execute AI Script "send units on random suicide missions" at B

ok, that nicely moves the scarabs from the reavers to the disruption field as the disruption field is removed... but as i said, the scarabs just run off to the edge of the land trying to reach p5's reavers (their original target)

Things i've tried:
-instead of Execute AI script at location, i just used Execute AI Script
-After moving the Scarabs in trigger2, i gave the reavers that created them to p5 then back to p1 and ran the AI Script
-put the AI script in a seperate trigger with the condition "Always"
-used "order: attack" instead of "run ai script"
-slapping SC

nothing work'd >.< ne 1 got an idea how to get them to attack?

(Oh, just as a side note... the map has 8 human player slots, so theres no room to add an extra computer to do things player9+ can't)

Post has been edited 1 time(s), last time on Mar 17 2008, 1:00 am by ZzEzZ.



None.

Mar 17 2008, 3:58 am NudeRaider Post #7

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 must use the ai "set generic command location" (instead of location it could also say target or something else, I'm not sure anymore) to the location the scarabs should attack to.
Then use the ai "make these units patrol" at the location where the scarab is.




Mar 17 2008, 12:45 pm Paravin. Post #8



DT''s could float!? O_O



None.

Mar 17 2008, 2:24 pm Falkoner Post #9



Yeah, you just ordered them right when they were about to merge and if you shift clicked, they would go wherever you wanted.

Have you tried Strategic Suicide Missions? Also, are the AI scripts running under the correct player? The one owning the scarabs?



None.

Mar 17 2008, 2:37 pm Ahli Post #10

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

My solution needs a computer player to run the ai script. The scarabs attack the computer's enemy.

The ai script 'set generic command target' does not work for human players. so all human player's scarabs will attack the left upper edge.

For 8 human players you should create invincible reavers for a short time.
But it would be better, if you would use at least 1 computer player. But we should know who should be attacked by the scarabs. That would help us to find the best solution for your problem.




Mar 17 2008, 2:38 pm Falkoner Post #11



Hmm.. That might be his problem, I think he's trying to run AIs for human players..



None.

Mar 17 2008, 6:01 pm Ahli Post #12

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

Quote from ZzEzZ
(Oh, just as a side note... the map has 8 human player slots, so theres no room to add an extra computer to do things player9+ can't)
Oh rly? :D
Yes he does. I assume that he wants to have the scarabs attack all other players which would be harder to make with ai scripts, but that is still possible.
But for ai scripts he needs at least 1 computer player.




Mar 17 2008, 11:24 pm Durandal Post #13



The junkyard dog script works fine for me.

It's not exactly accurate, but, meh.



None.

Mar 18 2008, 1:35 am ZzEzZ Post #14



hmmm really? the junk yard dog script worked for you? the scarab was controlled by a human player right? imma try that

ahhh ic ahli... yea lol i was like... deng, i think i need a computer to make Ahli's method work... now im 4sure on it
i almost decided to just make the map 3v3 with 1 computer for special moves like this lol, but 4v4 iz 2 fun ^^

i have only tested this "move" (set of triggers) under one player (Player1) and the only other player i've tested against, was player 5

ok so, heres a lil more info... in case you guys need it:

The map is 4v4... all human players... the first 4 (Team 1) are always set to ally, allied vic, and shared vision... and the second 4 (Team 2) are always set to ally, allied vic, and shared vision... heres a rough word sketch of the map:

--------------------------Team 1's base----------------------
-------------------Land*Land*Land*Land-------------------
-------------------Land*Land*Land*Land-------------------
-------------------Land*Land*Land*Land-------------------
Reavers---------Land*Land*Land*Land-------------------
-------------------Land*Land*Land*Land-------------------
--------------------------Team 2's base-----------------------

\where the respective "bases" are the places team 1 and 2 start from once they get men (the actual start locations are at the bottom right of the map)
\where "----" is either water or parts of the map irrelevant to the situation (such as the shop, ect.)
\where "Land*Land" is the main part of the map where the players are able to walk (the land -.-')
\and where "Reavers" is the island on which the preplaced reavers are located

ok so lol... thats basically the layout of things thus far... i really want this move to work >.< lol but im running out of ideas on how to get these scarabs to attack *shakes fist at scarabs* help mwe pweeezz *cries*

no but 4real, yall got any ideas? (o and i will try that junk yard dog thing right now)



None.

Mar 18 2008, 2:56 am NudeRaider Post #15

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

There's not much to have ideas on.
To make independent scarabs attack you need AIs. AIs only work for comps.
=> No comps, no independent scarabs
=> Create a reaver for your heroes and let it shoot once, then remove the reaver.
I'm sorry, but that's all you can do without comps.




Mar 18 2008, 4:25 am ZzEzZ Post #16



awww, that saddens me... aight
damn u limited SC *shakes fist*

hey can any one link me to that page that tells how to permanently cloak a unit by disabling its doodad state or sumthin 2 that nature? i think imma make the reavers perm cloaked

wait its disable doodad state, wait 0, disable doodad state, wait 0, enable doodad state, wait 0 right?

Post has been edited 1 time(s), last time on Mar 18 2008, 6:06 am by ZzEzZ.



None.

Mar 18 2008, 9:29 am NudeRaider Post #17

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

Protoss units cannot be cloaked. They crash the game.
But you can create the reaver under a remote arbiter, wait until it's cloaked and then move it. The cloak effect will "slowly" wear off so you won't be able to fully see it if you remove it in time.

However here's the link I think you had in mind. It's not exactly the tut for disabling - enable - enable tricks but it tells you which units can safely be disabled. Afaik these lists are the same.
http://www.maplantis.org/index.php?wiki=116




Mar 19 2008, 12:26 am ZzEzZ Post #18



lol damn, yea i found out the hard way when i tried disabling a reaver... i lookd at it and crashed lol
o0o nice cloaking idea though, thx

o, thx 4 the linkey but i found the i was looking for, http://www.maplantis.org/index.php?sid=8c859c3f2e;wiki=91 'twas that
similar, but not exactly :P

so thx everybody : ) time 2 finish my map lol



None.

Mar 24 2008, 2:29 am Snowblind Post #19



lol, old topic, but a probe CAN in fact be cloaked. I'm doing it right now on my map. It works fine.



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