Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Traps on speed
Traps on speed
Aug 30 2007, 8:02 pm
By: Sie_Sayoka  

Aug 30 2007, 8:02 pm Sie_Sayoka Post #1



Earlier I was screwing around with hyper trigged traps when i noticed that several interesting things happend. First they attack totally at random and second is that they are not clickable therefore invisible while attacking. The gun trap pops up as soon as a targetable unit comes in range, it will not go down after that. while the others stay in hidden state. This has several uses from the terrain aspect from the guntrap tower to the illusion of buildings firing missiles.

http://www.mediafire.com/?9tmxlbmvnj5



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Aug 30 2007, 9:39 pm Sauceover Post #2



do you mean invisible or invincible?



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Aug 30 2007, 10:04 pm Sie_Sayoka Post #3



invisible



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Aug 30 2007, 10:07 pm Sauceover Post #4



so...it stays 'hidden' yet still attacks?



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Aug 30 2007, 10:15 pm Fallen Post #5



wait so for the missle traps do the missle just attack at random places... screen shots plz lol/ nice find btw



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Aug 30 2007, 10:33 pm Falkoner Post #6



Yes, I had a problem like this in Random Quest RPG, for some reason the traps wouldn't go down, although they weren't invisible :P



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Aug 31 2007, 7:50 am Sie_Sayoka Post #7



Hidden as in thier camouflaged state such as a floor tile or a wall.

And by random I mean random rate of fire.



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Aug 31 2007, 11:40 am Akar Post #8



Nice find man! You'd work well with heinermann ;), exploits ftw!



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Aug 31 2007, 9:26 pm Sie_Sayoka Post #9



...who?



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Sep 2 2007, 5:31 am xgmx Post #10



hi sie, another long time no see person, man i ran into 2 old bnet friends here today.



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Sep 10 2007, 12:59 am dothackZealot Post #11



Quote from Fallen
wait so for the missle traps do the missle just attack at random places
No, the missile traps only attack enemies, but they do not do the opening or closing animations. Instead they stay perfectly still and missiles shoot out, giving the effect of missiles blasting out from a floor tile.

Nice find, btw. Some unit just walks down the hallway, and missiles start shooting from the floor. :D I wonder if it would be possible to have two kinds of traps in the same map at the same time, ones that act normal, and others that don't, sort of like triggers using waits created after hyper triggers have a lot longer waits while those created before are normal.



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Sep 12 2007, 11:35 pm Sie_Sayoka Post #12



That is totally doable, all you need is to have a location around the traps that you want hypertriggered. As simple as that.



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Sep 13 2007, 3:47 pm MrrLL Post #13



Quote from Sie_Sayoka
...who?
aka Deathknight2004, he's the one that caused like four different patches AT LEAST. <3

Also, neat.



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Sep 14 2007, 12:11 am The Starport Post #14



Heinnermann is DK? Either I forgot that when it was mentioned or that's news to me. :P



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[02:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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