Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Detecting carried powerups
Detecting carried powerups
Jul 12 2017, 10:32 pm
By: Mimose  

Jul 12 2017, 10:32 pm Mimose Post #1



yea well... everything is mentioned in title^^
Is it possible to detect powerups ein carried around by workers?

At my actual map i use a revive system with powerups - unfortunaly two players are able to pick up those powerups (Khaydarin Crystal). In that case i made triggers to detect whether a player brings a crystal to a certain location and i encountered the issue that if the powerup is picked up its not any longer in that location (even if the worker stays at the same position where he did pick it up). Long story but thats not the point -
I was asking myself if its possible to detect a carried powerup?

Is the powerup just given to the player who picked it up?



None.

Jul 12 2017, 10:38 pm Voyager7456 Post #2

Responsible for my own happiness? I can't even be responsible for my own breakfast

When a unit picks up a powerup, the powerup actually stays in the same location, but is just made invisible and undetectable. The unit gets an image overlay to represent what it's carrying, but the powerup doesn't actually move. I don't think you would be able to detect it without EUDs.

Source: spent a while trying to detect carried powerups for a mod and found it incredibly annoying to do so, even with GPTP.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Jul 12 2017, 10:46 pm Mimose Post #3



Thanks for you fast reply.
But its really sad to read that - it would give UMS-maker a great feature to make missions :(



None.

Jul 13 2017, 2:47 am Oh_Man Post #4

Find Me On Discord (Brood War UMS Community & Staredit Network)

Wait that cant be right. Detecting powerups are how shuttle menu systems work.




Jul 13 2017, 3:09 am Voyager7456 Post #5

Responsible for my own happiness? I can't even be responsible for my own breakfast

You're right Oh_Man, I'm sorry. I was conflating powerups and resource chunks.



all i am is a contrary canary
but i'm crazy for you
i watched you cradling a tissue box
sneezing and sniffling, you were still a fox


Modding Resources: The Necromodicon [WIP] | Mod Night
My Projects: SCFC | ARAI | Excision [WIP] | SCFC2 [BETA] | Robots vs. Humans | Leviathan Wakes [BETA]


Jul 13 2017, 6:07 am Oh_Man Post #6

Find Me On Discord (Brood War UMS Community & Staredit Network)

Yeah so you can pull off what you're trying to do, you just need to choose from these powerups only:

Mineral Chunk 1/2
Vespene Box 1/2
Vespene Sac 1/2
Vespene Barrel 1/2

Another interesting thing about these, which you may or may not find useful, is that they have hp. They can be targeted and killed. The other powerups are invulnerable. You can set them to invincibile if you don't want this, however.




Jul 14 2017, 6:09 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

What? No...

http://www.staredit.net/wiki/index.php?title=Quirks_and_nuances

Powerups are an integral part of the SC1 campaign. If player 1 brings player 12's powerup, it will detect as player 1's powerup however, and if you kill the worker, it will return to player 12 (flags are an exception). Note that "At most" doesn't work on held powerups.

Quote from Mimose
Is the powerup just given to the player who picked it up?
Essentially yes.



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

Jul 14 2017, 9:48 am Lanthanide Post #8



There's a whole section on Powerup Quirks on the wiki page rockz linked to. I wrote it all, after extensive testing for a Blood Pressure Marathon map I was making (but eventually abandoned because I used waits to create it, it was before I knew about hyper-triggers, and converting it to a wait-lock free system was far too much hassle).



None.

Jul 25 2017, 1:23 pm Stranger Post #9



rockz has it right.

That's something I used in some of my maps.



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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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