Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Suicide Booth (Bunker) and Suicide Dropship
Suicide Booth (Bunker) and Suicide Dropship
Jul 6 2008, 3:39 pm
By: Zombiechao  

Jul 7 2008, 7:52 pm Falkoner Post #21



I think every new mapper should read this tutorial, as Death Counts really open up the most advanced systems used in map making. There are ways to detect when a unit cloaks, the easiest method is to constantly have a cloaked enemy unit be created just outside the other units range(using mobile grids) and detect if it moves or not, if it moves, it is uncloaked, if not, it's cloaked.



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Jul 8 2008, 2:30 am Zombiechao Post #22



I don't have a lot of experience with mobile grids but I looked them up and this tutorial seems good. I'm going to start experimenting with it now.
Edit: Um, how big is a wraith's range?

Post has been edited 2 time(s), last time on Jul 8 2008, 3:06 am by Zombiechao.



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Jul 8 2008, 3:26 am Pyro682 Post #23



That... Tutorial... makes me so proud!!! I really enjoy your comment. :crybaby:



Alll info on a wraith...
Hit Points: 120
Size: Large
Supply: 2
Cost: 150 100
Build Time: 60
Trained at: Starport
Requires: Factory, Starport
Energy: 200 (Upgrade to 250)
Ground Attack: 8 (Upgrade to +3)
Air Attack: 20e (Upgrade to +6)
Range: 5
Sight: 7
Armor: 0 (Upgrade to +3)
Production Hot key: W
Abilities? Cloak. 25 Energy. -1 energy per Game second (Note, these are shorter than reality's seconds...) while cloaked. IF no detector is present, Wraith remains unattackable while In process of cloaking.



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Jul 8 2008, 3:32 pm Zombiechao Post #24



Should I use a hero unit or a normal? Should I use ground or air. I tried air but that randomly made devourers start creating all over the map.



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Jul 8 2008, 4:01 pm Pyro682 Post #25



For Grids? You have the remove the devourers after you find the location. Hahaha, clean up your mess after you got what location you wanted.



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Jul 8 2008, 4:19 pm Falkoner Post #26



Yeah, you have to make sure you remove them all, the idea is that it all happens in a single trigger loop, so the player never even sees the devourers, since they only exist for a single trigger.



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Jul 8 2008, 5:02 pm Zombiechao Post #27



NOOOOOO!!!! That was not my problem but I did fix it now anyways.
Okay now I need to cover the whole map in creep. What would be the best way of doing this?
Edit: Actually I probably don't. Is there a way to get zerg buildings onto places which don't have creep without preplacing them.

Post has been edited 1 time(s), last time on Jul 8 2008, 5:10 pm by Zombiechao.



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Jul 8 2008, 5:29 pm NudeRaider Post #28

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

You can place creep using tileset indexed brush in scmdraft




Jul 8 2008, 6:58 pm Pyro682 Post #29



Another way is to just create a building using a trigger.



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Jul 8 2008, 10:53 pm Falkoner Post #30



Yeah, creating the unit will cause it create the amount of creep it needs automatically when it spawns.



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Jul 9 2008, 1:09 am Zombiechao Post #31



Thanks everybody but creep looks ugly and I'm not using a trigger to create it. I want a way to make the other side of a nydus canal anywhere on the map.



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Jul 9 2008, 3:36 am Pyro682 Post #32



The only other ways i see it is if you can have a building (preferably hatchery) be created, then wait like 30 seconds, then removed to pave-way for a nydus canal.
Either that, or make the FIRST end created with a trigger, then link back to home base for the player.



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Jul 9 2008, 11:14 am NudeRaider Post #33

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

Creating the first nydus by triggers is a good idea, but you have to force the player to target somehow where he wants to place the nydus (e.g. with a corsair web), whis is probably too annoying.

When you allow the player to build the first end and choose the remote exit you'd also have to mark that spot before and then use a grid to create 9 hatches around that location and remove them instantly. Will look cool when this slime suddenly pops out of nowhere.




Jul 10 2008, 2:16 am Zombiechao Post #34



I'll try that.
P.S. Is there a way to make invisible creep?
P.S.S. Is it possible to detect the direction a unit moves in.



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Jul 10 2008, 8:17 am NudeRaider Post #35

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 Zombiechao
I'll try that.
P.S. Is there a way to make invisible creep?
No, but you can preplace a zerg building (neither hatch nor creep colony), remove (not kill!) it. I think that leaves a bit of creep. Now you can build on it in the same trigger loop and noone will see the creep under the zerg building.

Quote from Zombiechao
P.S.S. Is it possible to detect the direction a unit moves in.
If it's a single unit, yes. For more units it gets increasingly difficult to find the unit you want. Always centering a 1x1 pixel location in combination with hyper triggers can help.
Center a mobile grid on it. When the unit leaves the center check which location(s) it's in now.
A 3x3 grid can detect 16 directions this way. The 8 locations around the center, 1 direction each, and you can detect if the unit is in 2 locations the same time, giving you another 8 directions.




Jul 10 2008, 4:24 pm Zombiechao Post #36



Quote from NudeRaider
Center a mobile grid on it. When the unit leaves the center check which location(s) it's in now.
A 3x3 grid can detect 16 directions this way. The 8 locations around the center, 1 direction each, and you can detect if the unit is in 2 locations the same time, giving you another 8 directions.
I'll try that after the creep stuff.



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