Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: A few unrelated questions
A few unrelated questions
Nov 14 2008, 3:32 pm
By: Biophysicist  

Nov 14 2008, 3:32 pm Biophysicist Post #1



1. Is there any way to find the "other end" of a Nydus Canal?

2. Is there any way to make a human-controlled Critter not JYD? I can't repeatedly move/order it to it's location because the player needs to be able to control it.

3. Is there any way to make a unit exit a bunker?

4. Is there any way to make a computer-controlled Siege Tank exit Siege Mode? (It's a normal tank, not a hero tank.)

5. Is there any way to force a Wraith/Ghost to cloak? (Human-controlled unit, but I can Give it to a computer for a few seconds if needed.)

6. Is there any way to make TZ stop asking questions beginning with "Is there any to"?



None.

Nov 14 2008, 3:49 pm y10k Post #2



1,2,4 I dont know any reliable ways to do them

3. exit transport Ai script.

5. No, but computer will auto cloak them if being hit.

6. It is the most impossible, sorry. We will live on Mars sooner.



None.

Nov 14 2008, 3:57 pm Ahli Post #3

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

4. ai Tanks will unsiege if getting hit by a unit in short distance.
I'm unsure that the send all unit on suicide mission scripts will unsiege tanks (and send all unit to the enemy).

2. dont use a critter :S or the player needs to press the hold position button
(shouldn't be possible with triggers I think)

1. could be possible with triggering as far as there is only 1 nydus canal build at a time and you need to know in which area the first canal was build
(I think we cannot give the unit away to cylce through them because the exit will be given, too. right?).




Nov 14 2008, 3:59 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

4. tanks will unseige when there is a neighboring unit which gets attacked and the tank can't reach it. When left alone, it will siege again, though. You could always just make a tank...



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

Nov 14 2008, 5:06 pm NudeRaider Post #5

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 attacking hallucinations to force unsiege/cloak




Nov 14 2008, 5:25 pm Devourer Post #6

Hello

1. Give the nydus + exit to computer player, create a zerg unit (at the nydus entry) for the same computer, run ai-script to enter nydus, wait a second, center location on that unit, then you know where the exit is

2. Maybe this works: detect via a 1x1 pixel location if the critter is moving, if not, always teleport it back or to an invalid terrain, if it moves, stop teleporing it...
I'm not sure if it works

3. Exit transporter AI-Script

4. Only with a single unit attacking it (the unit should not be invincible!) out of the tank range (so enar it)
OR, you can move a location on the Sieged tank, remove the sieged one and create a normal tank for it... works 100%

5. Let them be attacked, I'm not sure if it has any effect if the attacking unit is invincible...

6. TZ? whats that?

hope that helps (y.. I know, some of these are already said)



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Nov 14 2008, 6:32 pm 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

Quote from Devourer
1. Give the nydus + exit to computer player, create a zerg unit (at the nydus entry) for the same computer, run ai-script to enter nydus, wait a second, center location on that unit, then you know where the exit is

2. Maybe this works: detect via a 1x1 pixel location if the critter is moving, if not, always teleport it back or to an invalid terrain, if it moves, stop teleporing it...
I'm not sure if it works

3. Exit transporter AI-Script

4. Only with a single unit attacking it (the unit should not be invincible!) out of the tank range (so enar it)
OR, you can move a location on the Sieged tank, remove the sieged one and create a normal tank for it... works 100%

5. Let them be attacked, I'm not sure if it has any effect if the attacking unit is invincible...

6. TZ? whats that?

hope that helps (y.. I know, some of these are already said)
If you know it then don't say it.

1. sounds interesting. But which AI forces units to enter nydus? enter bunker? enter transport?
2. Think about it. How would you differentiate between auto movement and user movement?
Well however there's no good way to prevent critters from wandering. Just tell the people to use hold.
3-6. is plain spam.




Nov 14 2008, 6:34 pm Devourer Post #8

Hello

again to 2.
maybe enable all the time??
enable / disable has many effects :P you should try it



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Nov 14 2008, 6:37 pm Pigy_G Post #9



Quote
6. TZ? whats that?

TZ or T/Z is Tassadar/Zeratul (Hero Archon)



None.

Nov 14 2008, 6:38 pm Devourer Post #10

Hello

Quote from Pigy_G
Quote
6. TZ? whats that?

TZ or T/Z is Tassadar/Zeratul (Hero Archon)


ok thx
you can switch ALL off with "mute-unit-spech"



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Nov 14 2008, 8:01 pm Biophysicist Post #11



TZ is me. :P I was joking because I noticed that I had five questions that started with "Is there any way to" and I have a weird sense of humor...

Thanks for all the help. The most important questions (unsiege, exit bunker, and force cloak) have been answered. It seems that the non JYD critters thing is impossible... Oh well. And the Nydus Canal thing was for an idea I've decided not to use, btw, so I don't need that answered any more.



None.

Nov 14 2008, 9:58 pm Kaias Post #12



Quote from name:TassadarZeratul
It seems that the non JYD critters thing is impossible....

Behold!:

Attachments:
Nonjyd Critter.scm
Hits: 10 Size: 39.04kb



None.

Nov 15 2008, 12:01 am Biophysicist Post #13



KAIAS IS EPIC!!!!!!!!

And I did a test where I hotkeyed a Scantid then selected another unit (a Firebat, because that happened to be the unit I had placed) and pressed the hotkey... And it selected the Scantid. But I thought critters couldn't be hotkeyed... Does anyone know what's going on?



None.

Nov 15 2008, 12:02 am Falkoner Post #14



They can be hotkeyed... They're like buildings in how you can't select more than 1 at once.



None.

Nov 15 2008, 12:04 am Biophysicist Post #15



Oh... Don't know where I got the idea that they couldn't be hotkeyed... /me fails



None.

Nov 15 2008, 7:21 am Hugel Post #16



In my most current map I've been working on, I have critters as the pets for the hero.
I basically let them wander around as they want to, except when they go outside of a certain location.
This location is always centered on your hero, and once they leave the location they are ordered back to it.
This gives them flexibility, but yet a range.
I designed their AI kind of like Diablo or Titan Quest pets.


Hugel



None.

Nov 15 2008, 11:16 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

Quote from Kaias
Quote from name:TassadarZeratul
It seems that the non JYD critters thing is impossible....

Behold!:
Why can't I open the map in ScmDraft? I had to unprotect / save in StarForge to be able to open it... Anyways:
Ha, nice idea. You don't constantly order them, you let them patrol a very short distance. That's basically like stop order and can be overwritten by player input.

I have only skimmed the triggers but I suspect Your death counter detects the "mode" that the critter is in.
By default it's in stop mode, so as soon as it moves away a pixel for more than 4 trigger loops it activates patrol mode.

When in patrol mode one may move the critter freely until no further movement is detected (the patrol moves it a few pixels but not necessarily in every trigger loop). When there's no movement anymore that must mean the user has given a command and the critter is put on stop and would start wandering around. So we're in stop mode again. Loop back.

Well done Kaias. I hope I gathered everything needed to explain your method. Feel free to add. I just wrote down how you did it for those of us who are too lazy to open maps and think it through for themselves (like me, but this one was intriguing). Especially because one (or at least me) cannot simply open it in ScmDraft.




Nov 18 2008, 7:13 am Kaias Post #18



Quote from NudeRaider
Quote from Kaias
Quote from name:TassadarZeratul
It seems that the non JYD critters thing is impossible....

Behold!:
Why can't I open the map in ScmDraft? I had to unprotect / save in StarForge to be able to open it... Anyways:
Ha, nice idea. You don't constantly order them, you let them patrol a very short distance. That's basically like stop order and can be overwritten by player input.

I have only skimmed the triggers but I suspect Your death counter detects the "mode" that the critter is in.
By default it's in stop mode, so as soon as it moves away a pixel for more than 4 trigger loops it activates patrol mode.

When in patrol mode one may move the critter freely until no further movement is detected (the patrol moves it a few pixels but not necessarily in every trigger loop). When there's no movement anymore that must mean the user has given a command and the critter is put on stop and would start wandering around. So we're in stop mode again. Loop back.

Well done Kaias. I hope I gathered everything needed to explain your method. Feel free to add. I just wrote down how you did it for those of us who are too lazy to open maps and think it through for themselves (like me, but this one was intriguing). Especially because one (or at least me) cannot simply open it in ScmDraft.
It's really so simple. It just detects when a critter is not moving and makes it patrol on itself. When the critter moves again the state is flipped and ready to detect when it's not moving. The at least 4 loops is to create some room for the critter to change directions without instantly being labeled stopped. With out this, instead of a critter deciding to try a different path it'd just stop prematurely, or if it was navigating some tricky terrain.



None.

Nov 18 2008, 6:32 pm Biophysicist Post #19



Apparently critters can't go in transports, so I have to use a different unit, but thanks anyway Kaias.

And I could open the map fine, try re-downloading and see what happens.



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