Mass to Obs
Aug 21 2010, 11:37 pm
By: PIELIKEI  

Aug 21 2010, 11:37 pm PIELIKEI Post #1



I am creating a heaven's final hour type game and I am having trouble massing to the observer. I was thinking that I can make little locations around the map... but that would be tedious, annoying and generally very fallible. I cannot open the file heaven's final hour in scmdraft either... can anyone help me?



None.

Aug 22 2010, 12:54 am Aristocrat Post #2



Use the "Move Location" action.

Trigger
Players
  • All Players
  • Conditions
  • Current Player Brings At Least 1 Terran Civilian to Massing Beacon
  • Current Player has suffered at least 60 deaths of Cantina
  • Actions
  • Move Location mass here to Protoss Observer owned by Current Player at Anywhere
  • Order All Men owned by Current Player at field: Attack to mass here
  • Modify deaths for Current Player: Set to 0 for Cantina.
  • Preserve Trigger


  • Trigger
    Players
  • All Players
  • Conditions
  • Always
  • Actions
  • Modify deaths for Current Player: Add 1 for Cantina.
  • Preserve Trigger


  • You should have a location called "field" covering the playing area but excluding the place where your civilians are.

    (Create a 1x1 location named "mass here".)



    None.

    Aug 22 2010, 1:10 am Roy Post #3

    An artist's depiction of an Extended Unit Death

    Quote from Aristocrat
    Order All Men owned by Current Player at field: Attack to mass here
    Attack is only indirectly hostile. Use patrol for a better effect.




    Aug 22 2010, 1:19 am rockz Post #4

    ᴄʜᴇᴇsᴇ ɪᴛ!

    I would recommend using a faster air unit (ie... shuttle) as your masser, unless you want it cloaked, and then I think you can use a queen. If you use a shuttle, you can actually load it up with different units, and then use those units as special abilities/massing only particular units/massing only in the near vicinity of the masser. If there's no air units to attack, a scourge will work as well, as scourges are the fastest air units in the game.

    If you're using hyper triggers, spamming an order every round will prevent units from actually attacking (which is why Aristocrat included a cantina based timer).

    @Roy, "attack" works better than "patrol" in these types of games.



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

    Aug 22 2010, 1:23 am NudeRaider Post #5

    We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

    In case it wasn't clear already: You can cloak queens and scourges




    Aug 22 2010, 1:27 am Aristocrat Post #6



    Quote from NudeRaider
    In case it wasn't clear already: You can cloak queens and scourges

    The OP is likely still relatively new at mapping, so we probably should just leave it at the basics. More confusing things like changing doodad state on units for minor effects should be left well-alone for now because it creates more problems for a mapper who doesn't know why or how it works.



    None.

    Aug 24 2010, 3:35 pm Tempz Post #7



    Pretty easy to clock scourages and queens

    Condition
    Always

    Action
    Disable Doodad state for unit

    Be warned that some units can crash the game (list of non crashing units)
    http://www.staredit.net/starcraft/Set_Doodad_State



    None.

    Aug 25 2010, 12:41 am Roy Post #8

    An artist's depiction of an Extended Unit Death

    Quote from Tempz
    Pretty easy to clock scourages and queens

    Condition
    Always

    Action
    Disable Doodad state for unit
    No, it's not that easy. You have to perform D-E-E (Disable, Enable, Enable) for most units, and air units are the most prone to crashing the game. D-E-E works on Queens and scourges just fine. The trigger would look something like:

    Trigger
    Players
  • Player 7
  • Conditions
  • Always
  • Actions
  • Disable Doodad State for Zerg Scourge for Player 7 at MyLocation
  • Enable Doodad State for Zerg Scourge for Player 7 at MyLocation
  • Wait 100 milliseconds
  • Enable Doodad State for Zerg Scourge for Player 7 at MyLocation
  • Order to all Zerg Scourge owned by Player 7 at MyLocation: move to Anywhere


  • People like to put 100ms waits between each step, but you really only need a wait between the first and second enable doodad state actions.

    @rockz: Yeah, I guess you're right. I was imagining a scenario where a person goes to attack player that has them allied, or a bunch of buildings/non-attacking units. Mass maps probably wouldn't have this, though, unless the alliances are free to change and someone wanted to BS a previously allied player.




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