Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Making units immune to spawn broodlings ability without modding.
Making units immune to spawn broodlings ability without modding.
Aug 22 2022, 2:12 pm
By: SPyro_Malin  

Aug 22 2022, 2:12 pm SPyro_Malin Post #1



Very simple: I would love to make specific unit make killable, but immune to spawn broodlings and preferably lockdown as well. It is probably super easy to do with modding... but I really hate the idea of asking everyone to install something specific just to play one map... maybe there is a way? You guys proven to be very resourceful in the past so I have a tiny bit of hope ^^.

What immediately comes to my mind is some kind of system that detects if the spell has been cast (both of these have projectile... maybe this projectile can be detected somehow?) and then making all units of this type invincible for like 2 seconds or for the duration of projectile being detected (if it's possible).

Before anyone proposes it: If possible, I would like to have all the spells available for use to every player as it is meant for macro map. I know, that ai won't cast these against hero units, but on this map it will be players against units I want to be immune.

If this is not possible I think it's possible to track location of every unit and just detect it being killed while broodlings appear on the location, then simply revive it and maybe make an explosion or something. The tricky part is tracking multiple units of the same type in the same location.



None.

Aug 22 2022, 4:49 pm Dem0n Post #2

ᕕ( ᐛ )ᕗ

You can do this with EUDs to change the unit types so that those abilities wouldn't work on them.




Aug 22 2022, 5:25 pm SPyro_Malin Post #3



Quote from Dem0n
You can do this with EUDs to change the unit types so that those abilities wouldn't work on them.

Yo this is genius in it's simplicity. Gotta figure out how to change them into archon type then (been years since I thought about doing triggers, not to mention euds, lol) :). Thanks bruh.

Did anytihng change about euds after remastered?

Edit: Turns out my work schedule will allow me to play around during weekend...

Would't changing unit type like this change everything (weapon, portrait, stats) except the sprite itself?

Post has been edited 1 time(s), last time on Aug 23 2022, 4:45 am by SPyro_Malin.



None.

Aug 23 2022, 10:24 pm Ultraviolet Post #4

We do a little trolling

Quote from SPyro_Malin
Quote from Dem0n
You can do this with EUDs to change the unit types so that those abilities wouldn't work on them.

Yo this is genius in it's simplicity. Gotta figure out how to change them into archon type then (been years since I thought about doing triggers, not to mention euds, lol) :). Thanks bruh.

Did anytihng change about euds after remastered?

Edit: Turns out my work schedule will allow me to play around during weekend...

Would't changing unit type like this change everything (weapon, portrait, stats) except the sprite itself?

You don't need to change the unit types, you just need to change the unit's advanced flags. To ensure a unit is not susceptible to lockdown, make sure the mechanical flag is unchecked. To ensure a unit is not susceptible to spawn broodling make sure the organic and mechanical flags are unchecked, I believe. You can just replicate the Archon's section if you want to make it easy:





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

Aug 24 2022, 4:29 pm SPyro_Malin Post #5



Thanks mate, this is exactly what I was looking for.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[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
Please log in to shout.


Members Online: IskatuMesk