Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Mobile Anti-Lift
Mobile Anti-Lift
May 2 2010, 8:46 pm
By: Aristocrat  

May 2 2010, 8:46 pm Aristocrat Post #1



I'm attempting to create an anti-lift that will be able to destroy the lifted building and create a landed building at the original location.

The naive method of using a 3x4 location and an air-only location obviously does not work, as the lifted building will be slightly to the north of the original location. See my test map for more info. (Pick terran at start and lift something)

Does anyone know of a method of anti-lift that preserves the original building and does not require slaving one location to every preplaced building?

Attachments:
Tele test.scx
Hits: 4 Size: 56.32kb



None.

May 2 2010, 8:56 pm youarenotworthy Post #2



Location 1 - Air only, covers all needed space (Might be entire map in your case)
Location 2 - 3x4 Ground
Location 3 - 3x4 Air only

Condition -

Player 1 brings Command Center to Location 1.

Actions -

Move location 3 to Command Center at Location 1.
Remove Command Center at Location 1.
Create 9 Devourers at Location 3.
Remove 3 Devourers at Location 1.
Move location 2 to Devourer at Location 1.
Create Command Center at Location 2.



None.

May 2 2010, 9:02 pm Aristocrat Post #3



Quote from youarenotworthy
Location 1 - Air only, covers all needed space (Might be entire map in your case)
Location 2 - 3x4 Ground
Location 3 - 3x4 Air only

Condition -

Player 1 brings Command Center to Location 1.

Actions -

Move location 3 to Command Center at Location 1.
Remove Command Center at Location 1.
Create 9 Devourers at Location 3.
Remove 3 Devourers at Location 1.
Move location 2 to Devourer at Location 1.
Create Command Center at Location 2.

Thanks, but that's already what I am doing (minus the mobile grid adjustment part). Again, it doesn't work, since the number of pixels moved by the lifted building is random. I can use a wait() to ensure that the building is fully lifted before trigger executes and I can move it a specified number of pixels, but it creates undesirable wait blocks.



None.

May 2 2010, 9:05 pm Apos Post #4

I order you to forgive yourself!

Could it work if you center the location only if the building is not lifted?




May 2 2010, 9:07 pm Aristocrat Post #5



Quote from Apos
Could it work if you center the location only if the building is not lifted?

How would I know if the building is lifted before it even becomes lifted?

Well, your method would require 1 location per building.



None.

May 2 2010, 9:11 pm Apos Post #6

I order you to forgive yourself!

You can use burrowed units.

Step 1: Center a location on a building that is not lifted.
Step 2: Create a unit elsewhere and move it to your location.
Step 3: If the building is lifted, center a location on it.
Step 4: Center the location on the burrowed unit at your location.
Step 5: Remove the burrowed unit create a new building.
Step 6: Loop the process.




May 2 2010, 9:23 pm youarenotworthy Post #7



[14:21] <yanw> it will require a little bit extra, but it's worth it as a global mechanism
[14:21] <yanw> Put a burrowed unit above every liftable building, the proper placement you will have to figure for yourself
[14:21] <yanw> so that if it goes up, when you move the location onto the building the location will be in range of the unit

PROBLEM SOLVED, YOU'RE WELCOME. i only posted this cause i wanted credit for helping you. :O



None.

May 2 2010, 9:53 pm CecilSunkure Post #8



Are the buildings in pre-placed static spots on the map?



None.

May 2 2010, 10:28 pm Aristocrat Post #9



NudeRaider claims that I can move a burrowed unit under a building with a trigger, but it does not seem to work. Even if it does, that implementation also gets unit unplaceable errors on map launch for certain zerglings and requires triggers to cycle through every building to place burrowed units.

A workaround with observers has been proposed and works cleanly. See this test map for implementation.

It requires 3 locations to work. One problem:
-The observer on top of the barracks/infested command center is 1-matrix to the left of where it is supposed to me (editor position and in-game position do not match up), and there are no other air units in the area. What could be causing this?



None.

May 2 2010, 10:47 pm Apos Post #10

I order you to forgive yourself!

It can happen that your observers move if they are pushed by other air units.




May 2 2010, 11:00 pm Aristocrat Post #11



Quote from Apos
It can happen that your observers move if they are pushed by other air units.

Quote from Aristocrat
and there are no other air units in the area.

It moves exactly 1 matrix. A workaround is putting it 1 matrix to the right to start with, but I'm confused as to what could actually trigger the displacement.



None.

May 2 2010, 11:40 pm Apos Post #12

I order you to forgive yourself!

Quote from Aristocrat
It moves exactly 1 matrix. A workaround is putting it 1 matrix to the right to start with, but I'm confused as to what could actually trigger the displacement.

Are you using computer owned units 1 - 8 or player 9 - 11 units?




May 2 2010, 11:41 pm Aristocrat Post #13



Quote from Apos
Quote from Aristocrat
It moves exactly 1 matrix. A workaround is putting it 1 matrix to the right to start with, but I'm confused as to what could actually trigger the displacement.

Are you using computer owned units 1 - 8 or player 9 - 11 units?
See my test map. It is a p9 observer.



None.

May 8 2010, 1:40 am CanadaOwnedU Post #14



Enh... I just stack 2 buildings of anything that is able to lift off, use 1 air location to kill any buildings that enter it, and they usually get the picture when they liftoff and the shit blows up; they dont try again. Its lazier but it works fine.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 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
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
Please log in to shout.


Members Online: Dem0n, IlyaSnopchenko