Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Forcing cpu to cancel mutation
Forcing cpu to cancel mutation
Aug 25 2009, 10:46 am
By: theleo_ua  

Aug 25 2009, 10:46 am theleo_ua Post #1



If human player (p1 for example) start mutation to guardian\devo - how to force cpu to cancel this mutation for p1?

And how to force cpu to cancel building processes like "mutation to hatchery" and so on?

Post has been edited 1 time(s), last time on Aug 25 2009, 3:41 pm by theleo_ua.



None.

Aug 25 2009, 12:46 pm Heinermann Post #2

memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes

To force a CPU to cancel zerg buildings, it must be attacked and at low hp.
The CPU will not cancel morphing of mutalisks.




Aug 25 2009, 3:16 pm Pyro682 Post #3



You can use a work-around, maybe something like removing and creating a new mutalisk at that same location?


---Edit----

If I recall Correctly, a version of Storm The Fort has mutalisks to activate "Entering a Vehicle". You mutate into a guardian, and it changes back into a mutalisk some how. I looked through all of my versions, and I don't have the updated version. I probably never got it back since my last reformat. This allows the player's selection on the Mutalisk/Guardian to stay retained on the unit. I'm not entirely sure how it works.

Then again, I may be completely wrong, and it just removes the Guardian/Cocoon and Creates a new Mutalisk in it's place.

Post has been edited 2 time(s), last time on Aug 25 2009, 3:24 pm by Pyro682.



None.

Aug 25 2009, 3:45 pm theleo_ua Post #4



Quote from Pyro682
You can use a work-around, maybe something like removing and creating a new mutalisk at that same location?

This clears selection (player will need to select created mutalisk again).


Quote
I probably never got it back since my last reformat.

If you will find this map - share it please:)



None.

Aug 25 2009, 3:47 pm Faku Post #5



Quote from Pyro682
You can use a work-around, maybe something like removing and creating a new mutalisk at that same location?


---Edit----

If I recall Correctly, a version of Storm The Fort has mutalisks to activate "Entering a Vehicle". You mutate into a guardian, and it changes back into a mutalisk some how. I looked through all of my versions, and I don't have the updated version. I probably never got it back since my last reformat. This allows the player's selection on the Mutalisk/Guardian to stay retained on the unit. I'm not entirely sure how it works.

Then again, I may be completely wrong, and it just removes the Guardian/Cocoon and Creates a new Mutalisk in it's place.


It's just a really long build time for the mutation. Then if it hits guardian it will probably remove the unit and make a new mutalisk or Cocoon.



None.

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