Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hllucinations and Conditions...
Hllucinations and Conditions...
Nov 16 2008, 3:14 pm
By: Devourer  

Nov 16 2008, 3:14 pm Devourer Post #1

Hello

I just made a map (not done) where you get a hallucination on top of a ground unit (scourge hallu)
it'll always stick to the ground unit. A medic can help the ground unit via restoring/flashbang on the scourge
now I need to detect if the scourge has been killed (the scourge is not killable by weapons, only by restoring/flashbang)


so:
IS there any way to detect hallucinations in any triggers??
like "Bring at least 1 Scourge [as hallucination] to X"?

out of my experience it isn't pussible....
someone has ideas?? help meh please

(yea... my english still sucks :P)



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Nov 16 2008, 3:19 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

You can detect hallucinations in actions but not in conditions. Also hallucinations can not be given.

So you can make a trigger that centers on the unit in question and
another trigger that checks if the unit is there.
If it is then it's a real unit and you give it to another player.
Then repeat until no unit is detected and you found your hallucination.




Nov 16 2008, 7:33 pm Oyen Post #3



Since the hallucinated unit is a scourge, you could either move or create an air unit over the ground unit, and detect if the created/moved air unit is directly above the ground unit. If not, then you know the hallucination is above the ground unit.



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Nov 16 2008, 8:16 pm Devourer Post #4

Hello

Nice idea.... Thanks... would work fast and noone would see it :>

but wait.... if a ground unit is in the middle of the map and a air unit is created there [if center location has no unit to center they'll center to the middle] it stucks lol....
unwalkable terrain should work....
k.. I'll do so



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Nov 16 2008, 8:33 pm SelfPossessed Post #5



Expanding on what Nude said...

Let's assume that the player owns 1 Scourge, that being the hallucinated one, and he cannot own another. You can then detect its death by using the following. Note that there is another method that doesn't require the building in the middle, but this is the one I know of.
1) Create an invincible building in the dead center of the map that the player will never ever be able to reach.
2) Have a trigger that always centers a location on Scourge owned by that player.
3) Now check to see if the building in the dead center is in that location. If it is, the Scourge has died. If it isn't, the Scourge lives.

Take it as you will. Again, there is a slightly better method that doesn't need the center building, but I'm just not aware of it.



None.

Nov 16 2008, 8:39 pm Devourer Post #6

Hello

Quote from SelfPossessed
Expanding on what Nude said...

Let's assume that the player owns 1 Scourge, that being the hallucinated one, and he cannot own another. You can then detect its death by using the following. Note that there is another method that doesn't require the building in the middle, but this is the one I know of.
1) Create an invincible building in the dead center of the map that the player will never ever be able to reach.
2) Have a trigger that always centers a location on Scourge owned by that player.
3) Now check to see if the building in the dead center is in that location. If it is, the Scourge has died. If it isn't, the Scourge lives.

Take it as you will. Again, there is a slightly better method that doesn't need the center building, but I'm just not aware of it.


thanks, but something like that was already explained
anyway; you explained it better

another question: how to make terran buildings half-done ??
i know it was with sprite, but i forgot how!!
It has only the liftoff bottum, which doesn't work if you click it
it plays the frame after the main-terrain-structure....




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Nov 17 2008, 12:25 am Falkoner Post #7



Quote
how to make terran buildings half-done ??
i know it was with sprite, but i forgot how!!
It has only the liftoff bottum, which doesn't work if you click it
it plays the frame after the main-terrain-structure....

Disabled sprites do it, some are a bit weird though, like missle turrets actually have the turret, even though they are half built.



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Nov 17 2008, 12:57 pm Devourer Post #8

Hello

Quote from Falkoner
Quote
how to make terran buildings half-done ??
i know it was with sprite, but i forgot how!!
It has only the liftoff bottum, which doesn't work if you click it
it plays the frame after the main-terrain-structure....

Disabled sprites do it, some are a bit weird though, like missle turrets actually have the turret, even though they are half built.

So place a sprite , enter it's proporties, and select the ACTIVAATE/DSIABLE check-box? (bottum left one)
@ the turret... the turret subunit graphic you mean? (The one which is turning all the time?)

between: spirtes -> Units
OR Sprites -> Unit-Sprites ??

Post has been edited 1 time(s), last time on Nov 17 2008, 1:43 pm by DeVouReR.



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Nov 17 2008, 4:13 pm Falkoner Post #9



Unit sprites, yes, the activate/disable, and I mean the spinning turret on top.



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