Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Make Spider Mines attack a probe
Make Spider Mines attack a probe
Aug 26 2008, 12:17 am
By: Trevo4311  

Aug 26 2008, 12:17 am Trevo4311 Post #1



Would it be possible to make it so a spider mine will automatically attack a probe? instead of have to manually do it (if thats possible)?



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Aug 26 2008, 12:33 am Ar3sgice Post #2



move a zergling under the probe :)



None.

Aug 26 2008, 1:06 am Viett Post #3



Moving a Zergling below the Probe would slow it down. I would just put a location over the mine and have it explode if a Probe walks into the location.



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Aug 26 2008, 1:27 am 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

Killing a mine does not do any damage. And the probe would get slowed down if you move the ling every 3rd trigger loop.

Oh and no, there's no way to make a mine attack floating units like workers, archons or vultures.




Aug 26 2008, 1:33 am StrikerX22 Post #5



A little slowdown may not be such a bad thing. You may be able to just have it happen when a mine is nearby, if that doesn't give too much away. Depends on the map of course. More yo move the ling, more the slowdown, right? well just make it minimal then, like above... There's a lot of splash, after all.



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Aug 26 2008, 1:49 am Echo Post #6



Splash kills the probe so do what Viett and Ar3sgice said. But moving a burrowed unit under a unit constantly will drastically slow down the unit. Put a condition, like if a Foe brings 1 unit to a large or medium sized location, move the burrowed zergling under the probe, depending on how exact you want it.



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Aug 26 2008, 4:58 am Falkoner Post #7



Just move the zergling to the probe when he is no longer under it, so it only moves when he does. This should cause no slowdown at all.

Probes are hovering units, so you have to use the splash of the spidermine to hit them, rather than have it actually target them.



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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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