unit detection
Apr 4 2010, 9:31 am
By: okeee  

Apr 4 2010, 9:31 am okeee Post #1



Can it be detected if a unit has been rescued? Player1 has a few zealots, but there is also another rescuable zealot. After player1 rescues this zealot, player1 should still command the zealot, but it has to be detected as a rescued zealot.



None.

Apr 4 2010, 11:14 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Use bring? Rescueable player brings 0 guys to location, player 1 brings 1 guy to location, player 1 has rescued the guy. If you're trying to make the rescued zealot a hero zealot or something, you'll have a hard time.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 4 2010, 11:29 am okeee Post #3



No they are normal zealots. But player1 has to bring this rescued zealot to some location, only this rescued zealot and not another zealot.



None.

Apr 4 2010, 3:00 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Zealots outrun locations. The only thing I can tell you to do is detect when he's at a point on the map (say standing on a beacon) via EUDs.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Apr 4 2010, 3:22 pm stickynote Post #5



Wait, so do you mean that zealots can run out of a location centered on it? Even with hypers?



None.

Apr 4 2010, 5:19 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

zealots are the 2nd shortest units in the game. Much shorter than ghosts and marines. They have a 5-13 height. Zerglings have a 4-11 height. Firebats have a 7-14 height. All of them, in particular the zergling can move more than their top height in two frames (zealots and firebat can move 8, 12 when upgraded, whereas zerglings can move like up to 18 or something.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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[02:27 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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