Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Suicide Booth (Bunker) and Suicide Dropship
Suicide Booth (Bunker) and Suicide Dropship
Jul 6 2008, 3:39 pm
By: Zombiechao  

Jul 6 2008, 3:39 pm Zombiechao Post #1



I've made a suicide booth that kills everyone that goes near it. A sample map with it is listed below. I want to make a suicide ship. I'm trying to find a way not to kill the dropship and still make it lethal. Please help me make my suicide dropship and my automatic suicide ship.
[attach=1313]
P.S. What units can actually go in a bunker? Is it only terran? Would a protoss shuttle be better then a drop ship? or perhaps an overlord, Ovtar the Evil Overlord?
P.P.S. Is there a way to make units go through nydus canals automaticly?
Edit: P.P.P.S. Which power up lets overlords pick up units?
Edit; Edited in edited map for comparison.

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Post has been edited 5 time(s), last time on Jul 6 2008, 4:08 pm by Zombiechao.



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Jul 6 2008, 3:51 pm Falkoner Post #2



Wait, do you just want it to kill units that touch it? Or do you want it to kill units when they go inside?

P.P.S. Only terran units can go inside bunkers, any unit can go inside any other transport

P.P.S. No

P.P.P.S. I think it's Metasynaptic Node.



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Jul 6 2008, 3:55 pm Hug A Zergling Post #3



P.P.S Couldn't you just have a trigger that brings the unit to a location that is on/in front of the canal?



None.

Jul 6 2008, 4:01 pm Zombiechao Post #4



I want it to kill units that go inside the drop ship or the booth. I did that because it was a funny idea and I was just trying to find all the possibleties. I think it works better for units that touch it then for units that go inside but I'll edit in another bunker that needs the unit to actually go inside in just a sec.
P.S. I need a way to return the bunker back to player 8 without it interefereing with hyper triggers.

Post has been edited 1 time(s), last time on Jul 6 2008, 4:09 pm by Zombiechao.



None.

Jul 6 2008, 4:19 pm Falkoner Post #5



Quote
P.S. I need a way to return the bunker back to player 8 without it interefereing with hyper triggers.

Why would it interfere with HyperTriggers?

I'm not sure how it will work out with the bunker, since there is no AI to order units to exit the bunker, I mean, you can remove it and recreate it, but that looks bad.

Dropship is easy, have an air-detecting only location constantly following the dropship using the Move Location trigger, and when another unit appears there, simply run the unload units AI, wait for a second, then kill all units at a ground-only location which you should also center on the dropship.



None.

Jul 6 2008, 4:22 pm Ahli Post #6

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

Falkoner, "unload units" ai script will effect the bunker, too (if I remember right... correct me if I'm wrong).

Post has been edited 1 time(s), last time on Jul 6 2008, 4:23 pm by Ahli. Reason: I wrote FOLKONER :S




Jul 6 2008, 4:29 pm Falkoner Post #7



Quote
Falkoner, "unload units" ai script will effect the bunker, too (if I remember right... correct me if I'm wrong).

Really? I wish I had known that a while back(that is, if it's true :P) It would've really helped in Random Quest RPG.



None.

Jul 6 2008, 4:33 pm Zombiechao Post #8



Quote
Why would it interfere with HyperTriggers?
Currently I have the bunker return to player 8 after it kills a guy. However, if the player doesn't enter the bunker, it is stuck as one player's. So I made units auto enter it when they get close. However, some people don't like that idea. My only other idea is that, A) The suicide booth is a beacon that kills everyone on it and doesn't change control, which would ruin the fun and look messy. B) I make a trigger that waits 3 seconds and then reverts the bunker back to player 8 or C) Have the bunker constantly change back to player 8, which would be annoying as the bunker would constantly make the rescued sound, (it works great for alarms though!). So I'm probably going to stick with the bunker and make it kill on touch.

Quote
Dropship is easy, have an air-detecting only location constantly following the dropship using the Move Location trigger, and when another unit appears there, simply run the unload units AI, wait for a second, then kill all units at a ground-only location which you should also center on the dropship.
I don't like the idea of making it kill every thing underneath it but I'll try that.

Quote
I'm not sure how it will work out with the bunker, since there is no AI to order units to exit the bunker, I mean, you can remove it and recreate it, but that looks bad.
I don't need to do that. I just kill all men at ground level inside the bunker and make the bunker switch to player 8.



None.

Jul 6 2008, 4:34 pm Ahli Post #9

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

@Falkoner:
yes it does it.
the correct ai script name in scmdraft is: "exit transport".




Jul 6 2008, 5:05 pm Zombiechao Post #10



I just tried this method and it doesn't look good.
Quote
Dropship is easy, have an air-detecting only location constantly following the dropship using the Move Location trigger, and when another unit appears there, simply run the unload units AI, wait for a second, then kill all units at a ground-only location which you should also center on the dropship.
It also wouldn't work if I plan to implement a money system because then people could kill two (or more) for the price of one. I think it is impossible to do with out tons of triggers.
Example;
Conditions:
Bring 1 Terran Marine to "Location"
Actions:
Kill 1 Terran Marine at "Location"

Conditions:
Bring 1 Terran Firebat to "Location"
Actions:
Kill 1 Terran Firebat "Location"
Etc..
Edit: Leaving the issue for a moment, what unit should I use? Shuttle, drop ship or overlord?



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Jul 6 2008, 5:12 pm Falkoner Post #11



Dropship looks smexiest.

Can you kill units inside the ship? If so, just do that, and it should look fine.



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Jul 6 2008, 11:44 pm Zombiechao Post #12



Quote
Can you kill units inside the ship? If so, just do that, and it should look fine.
Not with out a trigger for every unit except the dropship.



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Jul 7 2008, 1:50 am NudeRaider Post #13

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 Zombiechao
Quote
Can you kill units inside the ship? If so, just do that, and it should look fine.
Not with out a trigger for every unit except the dropship.
You can put all units into one trigger. Just remove all marines, zealots, lings, etc. at the location centered on the dropship.

Alternatively you could simply replace the dropship.

Other than that I see no chance for your mobile suicide booth.




Jul 7 2008, 4:07 am Zombiechao Post #14



Quote
Alternatively you could simply replace the dropship.
I just tried that a bit ago. It didn't work too well. I guess I'll just have to go and specify each individual unit. Oh well.
Edit; They do have to be different triggers because they need different conditions as well.
Edit; Putting the dropship on hold for a bit. What is the best way to make the bunker go back to its original team?

Post has been edited 2 time(s), last time on Jul 7 2008, 4:37 am by Zombiechao.



None.

Jul 7 2008, 10:41 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

Quote from Zombiechao
Quote
Alternatively you could simply replace the dropship.
I just tried that a bit ago. It didn't work too well. I guess I'll just have to go and specify each individual unit. Oh well.
Edit; They do have to be different triggers because they need different conditions as well.
The condition could be always, or a switch or brings at least 2 men to location following the dropship.
Pointing that out was the orginal purpose of my above post.
Quote from Zombiechao
Edit; Putting the dropship on hold for a bit. What is the best way to make the bunker go back to its original team?
give action?
If you need to remember the player that owned the bunker originally you can center a burrowed ling under the bunker for that player. Remove this ling upon giving back.

Other from that, I don't know what you mean. You need to tell us why it isn't under control of the original player (e.g. for what reasons/in what circumstances/how do you give it away) then we can tell you how to give back most efficiently.




Jul 7 2008, 4:30 pm Zombiechao Post #16



The bunker is first under control of player 8 which is rescuable.
Whatever player gets to it controls it.
The player can now put stuff in it
The player A) puts units in it.
The units die.
The bunker goes back to player 8
or
The player B) does not put units in it.
After a certain amount of time it returns back to player 8.

I need a way to wait without wait triggers.
Edit: I'll just give everybody theri own personal suicide machines actuallly. BTW is there a way to detect when a unit cloaks?

Post has been edited 1 time(s), last time on Jul 7 2008, 4:48 pm by Zombiechao.



None.

Jul 7 2008, 5:02 pm 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

Timer without waits? Death counters!
Just always subtract 1 death from an unused unit and set it to any value when you need to start the timer.
1 deaths = 1/8 game second or 83ms real time
Detect for exactly 0 or 1 death to trigger your timed event.

In this case just give it back to your rescueable player. Or do you have multiple rescueable players? Then I recommend the method with the burrowed ling I mentioned.




Jul 7 2008, 5:07 pm CecilSunkure Post #18



Place location on p8's bunker

Force1 or p1,p2,p3 etc.

Current player brings at least 1 building to 'bunker'
Current player brings at most 0 men to 'bunker'

Give 1 terrran bunker at 'bunker' to p8 owned by current player
preserve trigger

Provided that p8 is still rescuable, that should work.



None.

Jul 7 2008, 6:54 pm Zombiechao Post #19



Thanks NR you helped a lot.



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Jul 7 2008, 6:57 pm CecilSunkure Post #20



Could you just center a loc on the dropship, and have the loc flagged only for air units? And then when p1 brings 1 unit into the dropship, it would be picked up by the location as an air unit, then you could center 'someloc' on the dropship, remove dropship, create 1 dropship for p7 (or w/e p it is) at 'someloc?

This wont work if the location wont pik up the unit in the dropship as an air unit. And as an added effect you could play a wav of a mrine dieing :D



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