Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Killing hallucinations, not real units.
Killing hallucinations, not real units.
Sep 1 2009, 10:57 pm
By: MJ-Glenn  

Sep 1 2009, 10:57 pm MJ-Glenn Post #1



I think this might be a dumb question, but is there a way to kill only hallucinations not actual units?
Example: i have 3 hallucinated templars and 1 real templar all in 1 location... and i want the hallucinations to die when the trigger repeats itself, and 3 MORE hallucinations are made. Otherwise the hallucinations build up, which is VERY annoying.
If there is no way to do that, can u modify the amount of time a hallucination is alive for? I tried energy modification but that didnt seem to work... :(



None.

Sep 1 2009, 11:01 pm TF- Post #2

🤙🏾

Do the hallucinations and real units have to belong to the same player?



🤙🏾

Sep 1 2009, 11:03 pm MJ-Glenn Post #3



yes, its part of a spell that a boss casts. The boss is a "Sorceror" and he casts hallucinate. In this spell you are surrounded by 3 hallucinated bosses and 1 real one. I dont want the hallucinations to be a different player because it wouldnt really make sense...



None.

Sep 1 2009, 11:15 pm Falkoner Post #4



You can move locations onto hallucinations, but you cannot detect them, this can be used to detect whether or not the location is on a real unit or not, and kill it if it is not.



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Sep 1 2009, 11:20 pm MJ-Glenn Post #5



so u mean i should do somthing like this?

Actions:
Player "X" Brings exactly 0 "unit" to location
Always
Conditions:
Kill all "unit" at "Location"
Preserve Trigger
-->And have another trigger that centers the location on the hallucinated unit?



None.

Sep 1 2009, 11:23 pm Craftstar2 Post #6



But if you have them all clumped up in one location that won't work.



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Sep 2 2009, 12:05 am TF- Post #7

🤙🏾

Why wouldn't it make sense? Do they have to be controllable by the player? If it's a boss using them they can easily be another player if you have a free player, you can make that player be an enemy of the player too and even set the player's color so that you can't tell the hallucinations belong to a different player at all



🤙🏾

Sep 2 2009, 12:43 am Neki Post #8



I think as long as you use a 0x0 location you'll be fine with that trigger I think.



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Sep 2 2009, 1:04 am Clokr_ Post #9



Take in mind that MoveLocation will only center the location over the templar that it is most to the left. If that's the real templar it'll get stuck there. You'll have to give the templar to another player to make MoveLocation center them in a hall templar (player x brings atleast 1 -> give unit to another player).

Post has been edited 2 time(s), last time on Sep 2 2009, 11:20 am by Clokr_.



?????

Sep 2 2009, 2:10 am Ashamed Post #10

Hear me Raor!!

if the unit is a slow unit.. you can use the 0x0 idea if not
I would just make them differnt players but make both of the computer players the same color so you can't tell the dif.



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Sep 2 2009, 2:42 am Lethal_Illusion Post #11



The easiest way would be to give all the Templars to Player 12 (hallucinations can't be given), kill all the Templars for current player, and give the Player 12 Templar(s) back to current player. The only downside to this is that the real Templar will be deselected.



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Sep 2 2009, 5:39 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

center a pixel (0x0) location on templar
If there is a templar there, give it to another player. Alternatively, you can move it to the right side of the map for an instant, if you don't want it to be deselected. use a burrowed zergling as a placeholder for the location.
If there is not a templar there, kill 1 templar there.
rinse and repeat
At the end of the run, give all the templars back to the original player.



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

Sep 7 2009, 1:38 pm theleo_ua Post #13



Quote from rockz
If there is not a templar there, kill 1 templar there.

Examlpe 1: there is 1 hallucinated templar and 0 real templars
Examlpe 2: there is 0 hallucinated templars and 0 real templars

How to determine (by your triggers): there was 0 any unit or there was 1 hallucination?

How to differ example 1 from example 2?



None.

Sep 7 2009, 2:30 pm fire1337 Post #14



Cant you just set the energy to 0?



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Sep 7 2009, 2:42 pm lil-Inferno Post #15

Just here for the pie

Quote from fire1337
Cant you just set the energy to 0?
That doesn't work.

In your situation, it's best to go with one of these options:

  • Give all of the units to player 12 (Neutral in SCMDraft) and then remove all of them for the enemy player before you give the real one back.
  • Cast a spell on them (Ensnare, Psionic Storm, etc.) though this could damage the boss's health or status, and it could be hard to provoke a unit to cast a spell on all of them (plus it'd have the spell's effect).
  • Center a pixel location on each hallucination and then kill them when you want.
  • Set the hallucinations' health lower, allowing players to decide which one is the real and which is the hallucination. Or just give the hallucinations full health because they take two times the damage which is also a noticeable effect.
  • Have the hallucinations die when their time is up (I assume you aren't going for this, though).
  • Have the hallucinations be a different unit (perhaps with a slightly modified name from the original to tell) and then remove them.


But really, you're best off with the first option. All of the others I just thought off of the top of my head.




Sep 7 2009, 9:06 pm rockz Post #16

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from theleo_ua
Examlpe 1: there is 1 hallucinated templar and 0 real templars
Examlpe 2: there is 0 hallucinated templars and 0 real templars

How to determine (by your triggers): there was 0 any unit or there was 1 hallucination?

How to differ example 1 from example 2?
a death count. You know that there are 3 hallucinated hts and a real ht based on another trigger which sets a death count. Presumably, if the real ht dies, you clear the dc and kill off all the hallus. It's a bit of a problem, and without knowing the full scope of the map, I can't make a system.



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

Sep 14 2009, 11:29 pm Polkaman Post #17



A different way and more time consuming way is to meaure how long a Hallucination takes to die, convert into death counts, and constantly subtract death counts.

When the death counts reach the point you want them to, move them into an area, and creature a new pair. Repeat this after 5 or so seconds.

This way, you can just move the hallucinations from an area, which has a controlled time.

Get it..? :stfu:



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