Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Know which unity destroyed a building
Know which unity destroyed a building
May 22 2021, 6:18 pm
By: LightSpirit  

May 22 2021, 6:18 pm LightSpirit Post #1



Hello,

I am currently creating a map, and I want that if, for example, the Barracks hasn't been destroyed by a Zergling, then the Barracks reappear.
Do you know how to do this ?

Thanks.



None.

May 22 2021, 7:51 pm Ultraviolet Post #2

We do a little trolling

That's a tricky one, since as far as I know, there's no elegant way to perform exactly that desired function. If there's just one or a few barracks that you want to do this with you could try something like if the player didn't bring a barracks to the location and had a death of barracks and the enemy did not bring any zerglings to that location then you would recreate the barracks and subtract the death, but if there was a ling in the location it would set a switch or something that would prevent the other trigger from running. This isn't a perfect workaround as the barracks could be under attack by multiple units and as long as the zergling was near the barracks, it wouldn't matter which unit actually killed the barracks, but it would ensure that the barracks at least has to be in attack range of a zergling to die.



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May 22 2021, 8:03 pm UndeadStar Post #3



If you think it's possible because of the campaign, it's not the case.
In the campaign, you could have a Dark Templar just standing close enough to a cerebrate, and attack and kill the cerebrate entirely with other units, and it would work, the cerebrate would not reappear.
Lazy detection :P
That doesn't mean it's impossible with EUD and other special tricks, but the campaign may have misled you on your possibilities with the default editor capabilities.




May 22 2021, 8:32 pm LightSpirit Post #4



Yeah, I see.
However, I really want that a Zergling destroy the barracks.
Can you clarify me about what are EUD, and the other special tricks ?



None.

May 23 2021, 12:42 am Ultraviolet Post #5

We do a little trolling

Sayoka's EUD Documentation Thread is a good place to start. EUDs are a type of trigger (it stands for Extended Unit Deaths) and they are basically the wizard magic of SC mapping. You can accomplish many (but not all) of the features available through modding SC with EUDs all while creating a map that is still playable on standard Battle.net servers without any additional necessary executable files. For particularly fast responses to EUD related questions, I'd check out the EUD Discussion section of SEN's Discord Server.



My Projects:

Impossible Ultraviolet | Impossible UV 2 | Impossible UV 3
Mercenaries 2020 | Mercenaries III
Squad Defense

Legacy Projects (No guarantee of functionality in modern SC):

Pixel Adventure 2 | Space Snipers | Control the Ball

______________________________________________

Join me in Torn City

May 23 2021, 6:53 pm LightSpirit Post #6



Ok, thanks bro' !



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[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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