Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Reavers, Custom Spells and Overlords
Reavers, Custom Spells and Overlords
Jan 20 2010, 10:59 pm
By: o_o (TheGatePro) ~_~  

Jan 20 2010, 10:59 pm o_o (TheGatePro) ~_~ Post #1

Ok, I was planning to make a rpg with an ability to shoot a fireball using a overlord to drop for spells. I was wondering how to get a scarab to one place which where the reaver is, to another place where the opponent is. The scarab just goes flying. Plus, I need to figure out how to make a trigger that does a certain amount of damage, not just Hp%. Oh yeah, how do I load a overlord using triggers?


Jan 20 2010, 11:05 pm Biophysicist Post #2

Use Move Unit on the Scarab, I think.

You can't directly damage a unit like you want. However, you can spawn a unit to attack or use EUDs.

To load a transport, you need to run the AI script "Enter closest transport". It doesn't matter if the player is a computer or human.


Jan 20 2010, 11:09 pm o_o (TheGatePro) ~_~ Post #3

Tass, so I spawn a unit like on a different platform, and it goes into overlord, without the overlord moving?


Jan 20 2010, 11:24 pm Newb Post #4

Here's a DDS ( direct damage system )

TO make the unit go into the overlord, you need to run an AI script called, enter nearest transport.

EDIT: Don't use my DDS system :D

Post has been edited 1 time(s), last time on Jan 20 2010, 11:47 pm by Newb.


Jan 20 2010, 11:39 pm Lanthanide Post #5

The DDS system in the wiki is old and oudated and you shouldn't use it because it is harder than the new method.

Here is a thread that describes the new method (not particularly well), but Jaff has a map that implements it:

Note that Jaff's implementation is really taking the old style system with the storage lanes, and making it into the new system. The storage lanes are not a *requirement* of the new system, as they were in the old system (the implementation in my map doesn't use them, see below), however if you need ready access to a large number of scarabs then you'll probably want some sort of storage system.

All you need is a reaver with a location on it (call it Scarab location) that has an enemy nearby that it wants to attack. Say you are using dark swarm as your targeter, when dark swarm is cast, move the Target location to it. Then move a scarab in the Scarab location to the Target location. Then move the scarab at the Target location to your Unwalkable location, which will cause the scarab to explode and deal damage to the enemy.

So the trigger will be something like this:
Player controls 1 dark swarm
Move Target location to dark swarm
Remove dark swarm at Target location
Move scarab at Scarab location to Target location
Move scarab at Target location to Unwalkable location

Now doing this you only have to ensure that you have a scarab available at Scarab location when you need it. In Jaff's map this is accomplished by having 4 reavers continually shooting scarabs which are stored in the holding pen. In my map I create a reaver with 1 scarab in it's hanger and have an "always" condition that moves the scarab as soon as it appears to my target location, but in my case my target location is constant and I want to move scarabs to it continually, at a rate of 1 every 0.4 seconds. If you are using dark swarm as a targetting system, you'll probably need something more like what Jaff has.

You can see the scarab area in my map in the lower right to the left of the flying barracks area (banning system). There are 7 lanes with terran gas tanks, 1 for each player. All I do is create a reaver in this lane, harvest the scarab as soon as it appears and then remove the reaver and create another one 0.4 seconds later.

Note that reavers have a cooldown between shots, but you can get around this (as Jaff's and my map do) by creating a reaver, having it shoot it's scarab, then remove the reaver and create a new fresh one in it's place that will be ready to shoot again straight away.


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