Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Restoring Crashed Bcruiser
Restoring Crashed Bcruiser
May 16 2008, 10:15 pm
By: Pi1fer  

May 16 2008, 10:15 pm Pi1fer Post #1



I remember a mission where you had to bring an scv to a beacon near a crashed bcruiser that General Duke was in. You then had to repair it in order to win the mission. What were the triggers and how was it done?

What hp percent is yellow and just above red? I dont want it to quickly burn down and be destroyed

I also want to be able to have scv and probes bring emmitors to it and modify the hp of the crashed bcruiser based on the amount of emitters that have been brought to the beacon. For example, if an SCV brings 1 emitter to the beacon, 10% hp is added. If an scv brings another emitter, another 10% is added.

That way, there are 3 ways to win, either gather enough resources to repair the bcruiser manually or retrieve a set amount of the emittors (renamed to salvaged parts) to repair the bcruiser or do a combination of both. For example, the hp of the crashed bcrusier is 95% since it initially had 25% or so max hp and suffered 5% damage and you found 4 or so emittors later which somehow brought the hp of it to 95% and you have enough resources to repair the 5%. When the crashed bcruiser reaches 100%, the player wins.

Can anyone help me?



None.

May 17 2008, 2:49 am Madroc Post #2



There is unfortunately no way to detect how much HP something has (without like hours of training with EUDs which I don't understand in the least and you need programs and crap... oh man). Sorry bud.



None.

May 17 2008, 3:30 am Crackhead Post #3



if you used EUD trigs then it's possible. The mission you're speaking of is part of the original SC campaign(can't remember the name myself)however the battle cruiser wasn't required to be repaired. It was required for Jim Raynor and 2 dropships to get to the beacon next to the downed battle cruiser.



None.

May 17 2008, 5:30 am Pi1fer Post #4



that's dissapointing. Well is the "bring emittor devices to beacon" still possible? Can the emittor be removed from the scv/probe after it brings the device to the beacon?



None.

May 17 2008, 6:02 am Madroc Post #5



Quote from Pi1fer
that's dissapointing. Well is the "bring emittor devices to beacon" still possible? Can the emittor be removed from the scv/probe after it brings the device to the beacon?

Yeah, you can remove the emitter from their hands, just by using the regular remove action. However your real problem will be that you can't add health to something, you can only set it to a specific amount. :(



Post has been edited 3 time(s), last time on Aug 11 2008, 3:30 am by madroc.



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May 17 2008, 12:11 pm NudeRaider Post #6

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 could use vHP.

Basically you burrow x lings under the crashed bc, each representing 1% HP and make the bc itself invincible or at least neutral so it doesn't get attacked.
Now when you bring a emitter to the bc add 25 lings.

When the player brings a SCV and say 50Ore and 50Gas to the bc add a ling and subtrach 50Ore and 50Gas. Then set a timer (if you don't use hyper triggers) so it isn't repaired instantly. For a nice effect, disable invincibiltiy and make the bc's build costs 0 but build time as high as possible. The SCVs would show a repair animation without actually changing something.

Use 100 seperate triggers (created with a trigger duplicator) that set the bc's health dependent on the amount of lings under it.

If you don't feel like making 100 triggers you could use the leaderboard, with the commands most lings at location option.
You'll have the comp player owning the lings with the % of HP and all other players with 0.
If it's single player you might consider giving the lings to the player, disabling his burrow tech and disable the use of comp players in leaderboards.




May 18 2008, 3:16 am Falkoner Post #7



Why would you put lings under it? Why not just use a death count. Every time you bring the power-up there, you could give the player enough minerals to repair 1%(repair costs are based off of building costs) and then they can repair it themselves, would that work?



None.

May 18 2008, 9:31 am NudeRaider Post #8

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

Quote from Falkoner
Why would you put lings under it? Why not just use a death count. Every time you bring the power-up there, you could give the player enough minerals to repair 1%(repair costs are based off of building costs) and then they can repair it themselves, would that work?
because lings are attackable. I assumed the bc could fall under enemy attack.
And self repair only isn't nearly as cool as bringing a spare part to it and it gets repaired by a huge amount. ;)
(But generally an intriguingly simple idea)




May 21 2008, 3:43 am Pi1fer Post #9



um... I have a problem.
Conditions:
Bring("Player 7", "Zerg Defiler", "burrowed defilers for ship hp", At most, 1);

Actions:
Modify Unit Hit Points("Player 12", "Norad II (Crashed Battlecruiser)", 2, 1, "burrowed defilers for ship hp");
Preserve Trigger();
At first I had it setup so that if player 7 brings at least 1 defiler, the hp of the bcruis is set to 2%. So the hp will increase 2% per defiler. Also, I have triggers that will create 6 defilers when the player brings a psi emmitor to a beacon. Likewise, I also had a trigger that removed defilers when the enemy brings units to an other location (around the Bcruiser) to simulate hp lose. The problem is that the Hp of teh Bcruiser is always set at 2% even if you bring 8 defilers to that location.

Do i have to use zerglings? How do I make it so that the Bcruiser can lose and gain hp?



None.

May 21 2008, 7:19 am NudeRaider Post #10

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

use exactly instead of at most.




May 22 2008, 3:06 am Wing-of-no-Wing Post #11



A few quick points...

First of all, as NR said, the point of the burrowed units is that they can be attacked. That's really the only reason to do it that way and not with a counter. If you're going to be adding and removing them in a separate area based on the presence of enemies in a different location around the BC, you should use deaths. But that's less cool than having attackable HP; after all, suppose the enemies are chasing one of your units in circles around the BC. The BC isn't under attack, but its HP will drop constantly. Not good! So put the burrowed units (be sure the enemy has some way of detecting them) by the BC, or if you feel that the BC shouldn't die ultra-rapidly to splash-damaging units, just put one with a fairly small (but not so small that you'd lose it in one hit to a weak attack or a strong attack, else the BC will take the same damage from each) by the BC at a time, and replace it (and modify HP as stored in a death counter, so that you can easily modify it with other systems as well) when it dies.

Secondly, most of the solutions so far have treated the problem as if you could not detect the SCV repairing the crashed BC without EUDs (which are not compatible with all Starcraft players, and thus should not be used for Battle.net maps except in the unlikely event that Blizzard endorses the limitation of Starcraft online play to PCs). Actually, that's incorrect; it's not terribly hard to detect when an SCV is repairing it, and adjust your vHP counter (be it a unit stack, a moving unit, deaths, or whatever) accordingly. Here's how:

1. Free up a resource type. It can be either one. Start the player with a set amount of it.
2. Give the crashed BC a cost in that resource type. The bigger it is, the more accuracy the system has, because one-increments will occur more frequently.
3. (You should have figured out how to do it by now, but I'll go on anyway) Run a test to determine how much of the unused resource is spent to repair a given amount of the BC's HP.
4. Every time you detect (using Accumulate conditions set for right below the starting amount) a change in the unused resource, reset it to its initial state and adjust your vHP however you must to represent a change in HP equivalent to that change in unused resource, using the exchange rate calculated in #3.

Between this system and the attackable form of vHP hooked up to a death counter (which you can also change if a psi emitter is brought to the area) you should be able to accomplish everything that you originally set out to do.



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