Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: positioning a death
positioning a death
Jan 8 2008, 2:20 pm
By: y10k  

Jan 8 2008, 2:20 pm y10k Post #1



A unit dies somewhere and something happens there, possible?



None.

Jan 8 2008, 3:29 pm Conspiracy Post #2



yup... If you have a location that is constantly following the unit (Move Location). Then when you have 0 of that unit there, it happens. If your talking large scale, like 100 units, its next to impossible.



None.

Jan 8 2008, 5:44 pm NudeRaider Post #3

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

Generally I agree to fruit.

But AFAIK units that are just dying cannot be given, but detected. Maybe you can use this property for a detection system?




Jan 8 2008, 6:31 pm y10k Post #4



I mean there are like 500 zerglings and if any of them dies, a location is moved to its death position. I cant use the always/follow .



None.

Jan 8 2008, 10:20 pm Falkoner Post #5



In my Test Compilation there is a map called Corpse_Finder, that map shows how to find a unit death MOST of the time, while it is imperfect, the idea is simple: A dead unit sticks around for a short amount of time, and cannot be moved after a brief period, so all this map does, is when there is a death, it centers a location on the units around the player's unit, it then moves each one somewhere and gives it to another player, then attempts to move it back, if the unit does not manage to move back, then you know that that unit has died, once all the units have been checked, all the units are given back to the player. While it doesn't always update in time, it usually works.



None.

Jan 9 2008, 2:28 am NudeRaider Post #6

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

Quote from Falkoner
In my Test Compilation there is a map called Corpse_Finder, that map shows how to find a unit death MOST of the time, while it is imperfect, the idea is simple: A dead unit sticks around for a short amount of time, and cannot be moved after a brief period, so all this map does, is when there is a death, it centers a location on the units around the player's unit, it then moves each one somewhere and gives it to another player, then attempts to move it back, if the unit does not manage to move back, then you know that that unit has died, once all the units have been checked, all the units are given back to the player. While it doesn't always update in time, it usually works.
So give works on a dying unit, but move does not? Well ok, that are also properties which allow detection of death.




Jan 9 2008, 2:39 am Falkoner Post #7



No, move works, the give is just done so that the triggers don't run on the same unit over and over, it's just that it moves once when it dies, but then usually it cannot move a second time before the game actually considers it gone.



None.

Jan 9 2008, 2:39 pm Conspiracy Post #8



Quote from NudeRaider
Generally I agree to fruit.

its FrIuT!, or Friut. Get it right xD. :flamer: Anyway, that sounds like an interesting system Falkoner.



None.

Jan 9 2008, 4:23 pm NudeRaider Post #9

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

Quote from FrIuT
Quote from NudeRaider
Generally I agree to fruit.

its FrIuT!, or Friut. Get it right xD. :flamer: Anyway, that sounds like an interesting system Falkoner.
Well your avatar just looks green and red like fruits. :P
Not my fault... :unsure:




Jan 9 2008, 9:57 pm Conspiracy Post #10



Heh, not anymore! Its a black pixel :D.



None.

Jan 9 2008, 10:28 pm Vrael Post #11



If they're all dying in a small area you could maybe use a small follow-location?



None.

Jan 9 2008, 10:38 pm Falkoner Post #12



Just make the following location as large as the player's attacking unit's range.



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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