Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: I was wondering,
I was wondering,
Nov 3 2007, 10:39 am
By: Virtual Pancake  

Nov 3 2007, 10:39 am Virtual Pancake Post #1



Make hallucinations never run out? =D



None.

Nov 3 2007, 12:18 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

I'm not sure but try to set unit energy to 0 on creation (if triggered, like with broodlings) or keep the unit energy to 100% all the time.




Nov 4 2007, 8:47 pm fritfrat Post #3



It's not possible. Energy is a completely different thing than the timers that broodlings and hallucinations exhibit.



None.

Nov 4 2007, 8:50 pm JaBoK Post #4



It works with broodlings, so pancake, if you wanna know, do some tests.



None.

Nov 7 2007, 3:52 pm JaFF Post #5



You can disable the death timer for broodlings only. There is no way to disable is for hallunications.



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Nov 7 2007, 5:35 pm Ahli Post #6

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

you can disable the timer of broodlings?
I just know how to create 'normal' short-living broodlings with triggers.
Disabling the timer is just a normal create without modifying the unit's energy.




Nov 8 2007, 2:39 am Aoe325 Post #7



sorry I'm just a noob talking, but couldnt you simply keep on giving the hallucination 100% energy?



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Nov 8 2007, 3:01 am Oyen Post #8



That doesn't work.



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Nov 8 2007, 3:19 am NudeRaider Post #9

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 Aoe325
sorry I'm just a noob talking, but couldnt you simply keep on giving the hallucination 100% energy?
Rofl, noob is ok, but did you even read the answers?

That is exactly what I suggested in the first answer and it was already told that it isn't possible...




Nov 8 2007, 7:27 am Hugel Post #10



What some have said is a little misleading.

You can't actually disable the timer on broodlings, when you create a broodling it simply does not set a timer. It will stay at 0.
However, if you modify the broodling (set unit health to 100% for example) it will then set the timer to 100% and start ticking down.
I'm thinking that if you modify the unit at all the timer will be set.

But hallucination timers can't be control through triggers.


Hugel Dra'Ghar



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[06:02 pm]
Zoan -- of course it isn't full understanding. You could ask "is the mechanism by which this counterexample blows up the ONLY mechanism possible for an initial configuration to blow up?"
[05:48 pm]
Zoan -- ppl do it all the time in PDEs
[05:47 pm]
Zoan -- Heinermann
Heinermann shouted: it also didn't solve that problem but hey as long as the investors are pleased
Constructing a counterexample is answering the question: "Is Navier Stokes well posed?" in the negative
[05:44 pm]
NudeRaider -- I only heard about it, didn't any news article, so what did it do then?
[05:43 pm]
Heinermann -- it also didn't solve that problem but hey as long as the investors are pleased
[05:39 pm]
NudeRaider -- I have no idea tbh. All I know no human was ever able to solve it, but there's at least a few that beat portal ;)
[05:32 pm]
Zoan -- Navier Stokes is not that esoteric I thought
[04:32 pm]
NudeRaider -- Zoan
Zoan shouted: I find it kind of sad that on the same day it was announced AI solved Navier Stokes, it was also announced AI beat Portal, and there's a good deal of people who don't know which is more impressive
you find it sad not everyone is a math nerd?
[03:25 pm]
NudeRaider -- (and yes, I capitalized that correctly :ego:)
[03:24 pm]
NudeRaider -- Symmetry
Symmetry shouted: Hi not I'm dad
Hi dad, I'm nude
Please log in to shout.


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