Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Need help with 2 things. Bunker + HP
Need help with 2 things. Bunker + HP
Nov 4 2008, 2:49 am
By: UnholyUrine  

Nov 4 2008, 2:49 am UnholyUrine Post #1



1. Is there a way to make bunkers that Aren't cloaked, and won't allow units to unload? And what are the detectable things of units inside a bunker?

2. How'd you make units have HP > 9999 ?

TY
~Unholy



None.

Nov 4 2008, 2:55 am Biophysicist Post #2



Quote from UnholyUrine
1. Is there a way to make bunkers that Aren't cloaked, and won't allow units to unload? And what are the detectable things of units inside a bunker?

Enter Nearest Bunker AI script. (Or is it Enter Closest Bunker?)

Quote from UnholyUrine
2. How'd you make units have HP > 9999 ?
Use an advanced editor and type in a value > 9999 into the HP field, I think? Not something I've had to do yet.

And Temple Siege is going DOWN. Battle of Breach is going to pwn it... [/advertising] [/stupidity]



None.

Nov 4 2008, 3:11 am stickynote Post #3



Quote from name:TassadarZeratul
Quote from UnholyUrine
1. Is there a way to make bunkers that Aren't cloaked, and won't allow units to unload? And what are the detectable things of units inside a bunker?

Enter Nearest Bunker AI script. (Or is it Enter Closest Bunker?)

Quote from UnholyUrine
2. How'd you make units have HP > 9999 ?
Use an advanced editor and type in a value > 9999 into the HP field, I think? Not something I've had to do yet.

And Temple Siege is going DOWN. Battle of Breach is going to pwn it... [/advertising] [/stupidity]

Yeah, you just use scmdraft or starforge (maybe starforge. I don't use it, so I'm not sure.) As TassadarZeratul said, just enter a big number in the hp box.
Even if Battle of Breach pwns Temple Siege, the one thing ti can't pwn is the name. Come on, you have to admit, temple siege is a much better name than battle of breach.



None.

Nov 4 2008, 3:18 am Biophysicist Post #4



Just realized something: Are the Bunkers going to be full? Because if they arn't, and the player brings a Terran Infantry unit too close to a Bunker, it'll get pulled into the Bunker! There's probably a workaround thouh...

Quote from stickynote
Even if Battle of Breach pwns Temple Siege, the one thing ti can't pwn is the name. Come on, you have to admit, temple siege is a much better name than battle of breach.

In which case I send Temporal Templar to assasinate Urine. Or Stalker Slayer or Brood Warrior. Or I use Metal Gear's ultimate to nuke Urine. PROBLEM SOLVED.

(Now lets get back on topic, including me. And I admit that Temple Siege does sound better.)



None.

Nov 4 2008, 3:43 am stickynote Post #5



Quote
Just realized something: Are the Bunkers going to be full? Because if they arn't, and the player brings a Terran Infantry unit too close to a Bunker, it'll get pulled into the Bunker! There's probably a workaround thouh...

I believe it is intended for just one unit, and the player only owns one unit, the hero, so it shouldn't matter.



None.

Nov 4 2008, 4:16 am O)FaRTy1billion[MM] Post #6

👻 👾 👽 💪

Quote from stickynote
Yeah, you just use scmdraft or starforge (maybe starforge. I don't use it, so I'm not sure.) As TassadarZeratul said, just enter a big number in the hp box.
In SCMDraft the value is unsigned and can have a range of 0 to 16777215. In StarForge the value is signed and can have a range of -8388607 to 8388608 (careful, though. SF uses VB and will crash if you put a number outside that range.)
In StarCraft, the value is signed (SF wins. SCMDraft can't even put a minus sign.)



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Nov 4 2008, 5:17 am UnholyUrine Post #7



<.< Obviously I'm asking for more sophistication for the 1st question.. (As for the 2nd question, it was too simple to believe :P)

Think of multiple bunkers. Think of 2 ghosts going into the bunker, but Not able to leave that bunker. Enter closest bunker for the entire arena location doesn't work because it would affect other units (Spec Ops).
Disable + enable enable doesn't work cause bunker'll become cloaked.
Centering Location on Ghosts and telling them to enter bunker doesn't work cause the location will center on the Top Left most ghost.. whether they're in a bunker or not.

I need a better answer.

Plus.. .. I just started looking at a Dota Databases.. man, TS looks so much like it that it's smwhat revolting. I have NEVER played dota, and wow TS is so similar to it. .Plus.. the name "Temple Siege" Came to me after a few days of thinking about the perfect name.... Battle of Breach = ?. .. ur new map? XD... GL with 20 heroes man.... if u need help testing, ask me =)



None.

Nov 4 2008, 12:03 pm 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

What do you mean with detectable things? Well you can detect if they're there, and which player they're owned by.
Afaik they are detected ONLY in the lower mid tile of the bunker.

I'm afraid there's no perfect solution for the bunker problem. Here's your choices with the drawbacks:

- Make the bunker unit unique. Then you can detect if all of those units are inside their bunkers using the "brings at most 0 to anywhere" condition. The trigger will fire when all units are inside but will not if the player ejected his unit.
So you make a death count that is set to 0 at the beginning of the player's trigger loop the "brings at most 0" trigger sets this dc to 1 and the next trigger checks if the dc is still 0. If it is then you give all bunkers and units of the type you chose to a comp player and execute the enter bunker ai.
This works with one exception: When marines spawn they might also enter the bunker. Exploit - get comp's marines!
Maybe change the marine spawn to golis or goons?

- Give the bunker to the allied comp
Well it works but hero gets no xp for the bunker's kills

- Teleport the bunker to an area where the player has no vision to and create an empty comp bunker in its place. Then center a burrowed unit under the empty comp bunker and where you moved the player bunker to.
It will look like as if the comp bunker shoots, but the player gets the xp. When you detect the comp bunker has been killed above the burrowed unit kill its player counterpart and the burrowed units.
You need a different burrowed unit for each bunker. P9-12 might help you stretching the limit. But still there would be a limited number of bunkers you can build. It also requires a lot of preplaced locations or some clever grid system as you can't stack the player bunkers - you need to remember which is which.

- Disable bunkers
Make bunkers shady caves that can only be seen in broad daylight - lol.




Nov 4 2008, 12:22 pm rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

if the bunker is over unwalkable terrain, the unit will disappear when the bunker dies, and it can't ever exit. Just the center needs to be over unwalkable terrain. This only works on preplaced buildings unfortunately.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Nov 4 2008, 4:08 pm Oyen Post #10



Hmm...Perhaps every 1/6th second you could give a player's bunkers to player 11, and then just give the bunkers back within the same trigger. If the player has the bunker selected, then it will become deselected.
This may have some side-effects though...Such as any heroes in the bunkers being stuck in there.



None.

Nov 4 2008, 6:32 pm Biophysicist Post #11



Idea: If the trigger detects an unloaded unit, then give all the Bunkers to the computer, run the script, and give the bunkers back.

Quote from UnholyUrine
Battle of Breach = ?. .. ur new map? XD... GL with 20 heroes man.... if u need help testing, ask me =)

Do I really have twenty heroes? And I'll need testing... eventually.

Anyway, no more talking about Breach here, use the Production thread. I wish I hadn't brought that up now...



None.

Nov 4 2008, 7:00 pm 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

Quote from name:TassadarZeratul
Idea: If the trigger detects an unloaded unit, then give all the Bunkers to the computer, run the script, and give the bunkers back.
Oh, now you claim my solution to be your idea?
Quote from NudeRaider
- Make the bunker unit unique. Then you can detect if all of those units are inside their bunkers using the "brings at most 0 to anywhere" condition. The trigger will fire when all units are inside but will not if the player ejected his unit.
So you make a death count that is set to 0 at the beginning of the player's trigger loop the "brings at most 0" trigger sets this dc to 1 and the next trigger checks if the dc is still 0. If it is then you give all bunkers and units of the type you chose to a comp player and execute the enter bunker ai.
This works with one exception: When marines spawn they might also enter the bunker. Exploit - get comp's marines!
Maybe change the marine spawn to golis or goons?





Nov 4 2008, 7:13 pm Biophysicist Post #13



Oops. Sorry. I didn't read your post well enough, apparently...



None.

Nov 4 2008, 7:29 pm NudeRaider Post #14

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 name:TassadarZeratul
Oops. Sorry. I didn't read your post well enough, apparently...
kk np.

But I want to add a suggestion for the marine problem of this solution:
Before you give the bunkers and units to the comp, give the marines to P12. Once you gave the bunkers back you can give the marines back to the comp.
This, on the other hand, might cause problems with the marine's orders. You'll have to test what happens. With some luck they will just continue their patrol to the next checkpoint.
If not, you might have give a general attack order to the enemy temple for all marines (which might take other routes then, though)
- OR -
Make locations covering the gaps between the checkpoints and refresh their orders depending on their current position.

That last suggestion would solve any problem I can think of right now but needs quite a few extra locations.

Post has been edited 1 time(s), last time on Nov 4 2008, 7:32 pm by NudeRaider. Reason: corrected spelling




Nov 4 2008, 9:58 pm PCFredZ Post #15



Test this out:

Constantly give the bunker to another player whose alliance status with the other players matches the player who actually owns the bunker.

E.g. P4 is a computer who is set to Enemy with P5-P8.

Trigger for P1-P3: Give all bunker owned by current player to P4. Give all bunker owned by P4 to current player. Preserve.

Obviously P4 must not own any bunkers for this to work the right way.

Theoretically since P1-P4 are all enemies with P5-P8, the units in the bunker should attack the same way.

Possible problems I see with this: who controls the units in the bunker? If it's P4, then P1-P3 will not get rewarded for the kills. However, looking at the structure of the trigger, it MUST be P1-P3, since P4 technically NEVER owns the bunker (the swapping of ownership occurs in a single trigger).



None.

Nov 4 2008, 11:24 pm NudeRaider Post #16

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 PCFredZ
Possible problems I see with this: who controls the units in the bunker? If it's P4, then P1-P3 will not get rewarded for the kills. However, looking at the structure of the trigger, it MUST be P1-P3, since P4 technically NEVER owns the bunker (the swapping of ownership occurs in a single trigger).
Right, owner is always the player because while during a trigger loop no game time passes. It even works with multiple players owning bunkers.
But the real problem will probably be that the bunker has trouble attacking anything. Hm or maybe bunker is fast enough to select a target and fire at it within one trigger loop. You gotta try that.




Nov 5 2008, 12:51 am Falkoner Post #17



If the player never detects the bunker, it doesn't cloak I thought, maybe it doesn't disable either though.. Although that's not really an option, since the player has to have control of the bunker..

Maybe try enabling it and see if it works?



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