Hallucinations
Jul 1 2008, 4:15 am
By: candle12345  

Jul 1 2008, 4:15 am candle12345 Post #1



I need ot know everything about hallucinations, how are they detected, how do damage rules work on them, is there a way to change their energy, all that jazz.

In particular detection however, I need to know if I can detect their creation and centre a location.
Thx in advance.



None.

Jul 1 2008, 4:22 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from candle12345
I need ot know everything about hallucinations,
okay
Quote from candle12345
how are they detected
They aren't. You need to detect that they AREN'T detected to detect them. There's some maps in the DB or in the wiki that can help. You need to center a location on them, then detect whether or not they are there. If they are, you have a real unit. If they aren't you have a hallucination.
Quote from candle12345
how do damage rules work on them
They take double damage from everything.
Quote from candle12345
is there a way to change their energy
no, it's the same as broodlings, but you can't make them permanent.

Quote from candle12345
In particular detection however, I need to know if I can detect their creation and centre a location.
Thx in advance.
That should be it. Of note, is that hallucinations are treated exactly like the unit iif the hallucination is in a transport. That's the only way to detect them through normal triggers.

Someone else will know more than me on the subject, as I've never bothered with these things.



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

Jul 1 2008, 4:36 am candle12345 Post #3



That's pretty much covered it, no transports will be involved.



None.

Jul 3 2008, 2:00 am Jimroy Post #4



There are some creative ways to use hallucinations. They are still capable of rescuing units, so you can use them that way, for instance to make rescuable beacons that then trigger things. They also provoke AI units to move, so you can potentially detect them that way, again to set off triggers. For instance you could have a perm cloaked wraith, too far to shoot anything, but close enough to wherever, that it moves when a halluc (or anything) comes near. Such movement is detected, and the wraith is put back. So you can make triggers that "tell" when something (even a halluc) comes nearby. That's pretty much it.

Using techniques above combined with normal bring triggers to know that theres nothing else setting off the condition (a non-halluc) you can "know" that it isa halluc. good times.



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Oh_Man -- NudeRaider
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