Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: unit death effects
unit death effects
Sep 24 2007, 11:01 pm
By: spongecake  

Oct 8 2007, 5:13 am blacklight28 Post #21



I always get a little bit off-topic...

Anyway, is it possible to kill a nuke without triggers and see the weirdo death. And I'm not the only one off-topic, how did we get from science vessels sucking people in, to nukes dying in weird ways.



None.

Oct 8 2007, 5:35 am Roy Post #22

An artist's depiction of an Extended Unit Death

Quote from blacklight28
Anyway, is it possible to kill a nuke without triggers and see the weirdo death.
It is possible. Build a nuke and when it completes, order your ghost to nuke something, while watching your command center with the silo. When you see the nuke leave the silo and head north, cancel the nuke command and it will blow up as its original death, rather than the big explosion equivelent to clicking a critter a bunch on single-player... The concept is the exact same as an infested terran; when you kill the infested terran, its head falls off and blood is spilled. When the infested terran attacks, a green explosion with a decent splash radiation occurs, along with its original death. This brings up the question to whether the nuke is removed during the explosion, or if we can see a small nuke death underneath the brilliance of the mushroom cloud it produces.

Yeah, sorry for rambling. The short answer is: Yes.

Quote from blacklight28
And I'm not the only one off-topic, how did we get from science vessels sucking people in, to nukes dying in weird ways.
This topic was originally about unit deaths in general, and supposed effects... So technically nukes are on-topic :P




Oct 8 2007, 5:37 am blacklight28 Post #23



Wait, if you click a critter a bunch it explodes?



None.

Oct 8 2007, 5:39 am Roy Post #24

An artist's depiction of an Extended Unit Death

On single-player, yes. This has been implemented in many Blizzard games, starting since Warcraft II

Ah dammit... I'm off topic!




Oct 8 2007, 7:45 am Joshgt2 Post #25



I'm wondering how to get back onto topic here for you guys... But it seems like this topic has already been destroyed by the fact that the theory said in the first post is simply not true so I don't think there is anything left in this topic, lol



None.

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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 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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