Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How does one make Cerebrates killable only by
How does one make Cerebrates killable only by
Apr 13 2013, 4:48 pm
By: SCRuler  

Apr 13 2013, 4:48 pm SCRuler Post #1



Dark Templar in StarEdit?
Which triggers are used and in what manner?



None.

Apr 13 2013, 4:51 pm Dem0n Post #2

ᕕ( ᐛ )ᕗ

I don't think there's a really effective way to do it other than keeping the Cerebrate invulnerable until a Dark Templar comes near it (put a location over the Cerebrate that's just a little bigger than it), at which point it becomes vulnerable.




Apr 13 2013, 4:59 pm SCRuler Post #3



Indeed.
I was thinking that Blizzard managed it by using "Killed by" and "Unit is at location" triggers with "if it's not there, reincarnate it" switches. But then I remembered that one time I had a dt and a scout firing on them both and the scout got the last shot, and it respawned. Could blizzard have used hidden triggers on the "kill the cerebrates but only with dt" missions or something?

As well, if you recall the Terran Brood war campaign and the Enslavers II campaign, they pulled Arbiter Recalls with scripts. I looked at them and I saw they used "AI Nuke Here". Everytime I try to do it though, nothing happens.
Got any tips on how to deal with it?



None.

Apr 13 2013, 5:10 pm Positively Post #4



For the AI nuke here, I know you need a computer Nuclear Silo, and a ghost, with a location centered over the place you want to nuke.



None.

Apr 13 2013, 5:19 pm Dem0n Post #5

ᕕ( ᐛ )ᕗ

http://www.staredit.net/starcraft/Nuclear_Missile#Automatically_training_and_launching_a_Nuclear_Missile

Check the bottom of that page to see how to build a nuke for the player. From there, I think you can use the "Nuke Here" script to nuke at a location.




Apr 13 2013, 5:41 pm Moose Post #6

meme

Quote from SCRuler
Indeed.
I was thinking that Blizzard managed it by using "Killed by" and "Unit is at location" triggers with "if it's not there, reincarnate it" switches. But then I remembered that one time I had a dt and a scout firing on them both and the scout got the last shot, and it respawned. Could blizzard have used hidden triggers on the "kill the cerebrates but only with dt" missions or something?
I remember that Blizzard answered this a long time ago on a site that I don't think is available anymore; I was able to find the classic SC Compendium, but not the page where they explained this. They did indeed recreate the Cerebrate if it was killed while Zeratul was not near it. There was no mystery trigger to detect what unit got the last hit on it. (I wish there were, though, it would have been really useful for us!) Here are the relevant triggers from Protoss 9 as extracted from my copy of SC in 2002, though I doubt Blizzard actually modified the campaign files.

Code
Trigger("Player 8"){
Conditions:
    Bring("Current Player", "Zeratul (Dark Templar)", "Baelrog Cerebrate", At least, 1);
    Bring("Zerg Swarm", "Zerg Cerebrate", "Baelrog Cerebrate", At most, 0);

Actions:
;     Wait(1000);
    Set Switch("Switch1", set);
;     Kill Unit At Location("All players", "Zerg Cerebrate", All, "Baelrog Cerebrate");
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
    Bring("Current Player", "Zeratul (Dark Templar)", "Leviathan cerebrate", At least, 1);
    Bring("Zerg Swarm", "Zerg Cerebrate", "Leviathan cerebrate", At most, 0);

Actions:
;     Wait(1000);
    Set Switch("Switch2", set);
;     Kill Unit At Location("All players", "Zerg Cerebrate", All, "Leviathan cerebrate");
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
    Switch("Switch1", not set);
    Bring("Zerg Swarm", "Zerg Cerebrate", "Baelrog Cerebrate", At most, 0);

Actions:
    Kill Unit At Location("Player 8", "Buildings", All, "Baelrog Cerebrate");
    Kill Unit At Location("Player 7", "Any unit", All, "Baelrog Cerebrate");
    Move Unit("Player 8", "Men", All, "leviathan backoff 2", "baelrog outta the way 2");
    Move Unit("Player 8", "Men", All, "Baelrog back off!", "outta the way - baelrog");
    Create Unit with Properties("Zerg Swarm", "Zerg Cerebrate", 0, "Baelrog Cerebrate", 0);
    Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 8"){
Conditions:
    Switch("Switch2", not set);
    Bring("Zerg Swarm", "Zerg Cerebrate", "Leviathan cerebrate", At most, 0);

Actions:
    Kill Unit At Location("Player 8", "Buildings", All, "Leviathan cerebrate");
    Kill Unit At Location("Player 6", "Any unit", All, "Leviathan cerebrate");
    Move Unit("Player 8", "Men", All, "leviathan back off!", "outta the way- leviathan");
    Move Unit("Player 8", "Men", All, "leviathan backoff 2", "leviathan outta the way 2");
    Create Unit with Properties("Zerg Swarm", "Zerg Cerebrate", 0, "Leviathan cerebrate", 0);
    Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Fleet of the Executor"){
Conditions:
    Switch("Switch1", set);
    Switch("Switch2", set);

Actions:
    Victory();
}

//-----------------------------------------------------------------//


There are much better and efficient ways to do this with modern mapping knowledge, but that was how it was done back in the original campaign.



None.

Apr 14 2013, 3:14 am Leeroy_Jenkins Post #7



Quote from SCRuler
Indeed.
As well, if you recall the Terran Brood war campaign and the Enslavers II campaign, they pulled Arbiter Recalls with scripts. I looked at them and I saw they used "AI Nuke Here". Everytime I try to do it though, nothing happens.
Got any tips on how to deal with it?

If you were looking to see how they casted Arbiter Recalls, it was not the script "AI Nuke Here".

To cast an arbiter recall, run the AI script "Cast Recall (Arbiter Required)" at Location <Where you want the recall to be>
(Not an available script in the basic editor, you need a third-party editor)

Make sure the trigger is owned by the computer player that will be recalling, and make sure that the computer running the trigger has at least one arbiter on the map, with enough energy, and with the recall ability researched for that player.



None.

Apr 14 2013, 3:16 am Dem0n Post #8

ᕕ( ᐛ )ᕗ

Also, make sure that player has Recall researched and the Arbiter has enough energy to cast it.




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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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