Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hero kills enemy unit...
Hero kills enemy unit...
Aug 16 2008, 3:24 pm
By: Ateo  

Aug 16 2008, 3:24 pm Ateo Post #1



Basically it's a spell where a broodling spawns from the next enemy killed. I can always spawn the Broodling next to the hero, but to make it more aesthetically pleasing I want the Broodling to appear as though it emerged from the enemy corpse alien-style. How do I ensure this?



None.

Aug 16 2008, 3:36 pm NudeRaider Post #2

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

A dead unit is still detected for a short while but not given. Thus the following should work:
Whenever the hero's kills score rises give all enemies near the hero to another player, center a location on [men] of the original player and give the other enemies back. Then you can reset the hero's kills score and spawn the broodlings.
You could also detect for deaths of foes if thats better in your environment.
Note, that I haven't tested that method, but it's worth a shot.

Post has been edited 1 time(s), last time on Aug 16 2008, 4:43 pm by NudeRaider. Reason: type that changed sense completly




Aug 16 2008, 3:48 pm Falkoner Post #3



This map shows how you can detect where a unit dies, of course, there is a problem with how SC doesn't check triggers fast enough, even with hypertriggers, and so this method doesn't work all the time, since sometimes the unit dies right after the triggers have been checked, and manages to skate by the next detection.



None.

Aug 16 2008, 4:11 pm NudeRaider Post #4

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

Falk, doesn't the map do it like I said?




Aug 16 2008, 4:27 pm Falkoner Post #5



Actually, it runs through all the units, moves them to another area, gives them to the other player there, then moves them back, and then centers the location on the one owned by the original player, and they use Deaths, not score, I think you can still give dying units, not move them though, but maybe I'm wrong.



None.

Aug 16 2008, 4:41 pm 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

Ah thx. (sry for being lazy and not checking for myself:P)




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ihjel shouted: "Use Display Text Message or the in-game Leaderboard to output the live values of critical Death Counters." that would be so convenient wouldn't it.
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ihjel shouted: "Use Display Text Message or the in-game Leaderboard to output the live values of critical Death Counters." that would be so convenient wouldn't it.
it's rather inconvenient actually, as it requires you to transfer it to Custom Score which might even interfere with what you're measuring. But IIRC you can also use EUDs to display it which by now could actually be somewhat convenient.
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ihjel -- "Use Display Text Message or the in-game Leaderboard to output the live values of critical Death Counters." that would be so convenient wouldn't it.
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