Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spells, usuall stuff ;)
Spells, usuall stuff ;)
Sep 14 2008, 1:35 pm
By: Saox  

Sep 14 2008, 1:35 pm Saox Post #1



Hi!

I made this thin several times in the past, but now I just forgot how to get this to work.

There is a map, where you pick a spell / level and you pick it by moving a DT to a beacon. Then you have your spell casting shuttle somewhere in the corner. I want spells to fire whenever a unit is unloaded from the shuttle, and I don't want the spell to fire in the moment when I pick the spell(it creates the unit and imidiatly loads it up). How to avoid problems like theese ?

I know the first thin to fire a spell has to do with the elevations. The terrain underneath the shuttle is plain snow(not high snow) and short: the second problem after I get this first fixed is how to make this smart, so that picking a spell won't fire it?



None.

Sep 14 2008, 3:35 pm Falkoner Post #2



You need to turn off your spell detection for a second when they pick their spell to go into the dropship, I would turn it off until there are no units on ground elevation, then turn it back on. This way the spell won't be detected until it gets into the dropship.



None.

Sep 14 2008, 4:32 pm Saox Post #3



Hi!

Yep, that sounds like a good plan, but how should the location on the shuttle be selected? I mean all thoose elevations low,mid,high ground and low mid high air to detect only ground units? I have all the grounds selected but it does not detect my spells, did I make an mistake?



None.

Sep 14 2008, 4:46 pm Psionic_Storm Post #4



First of all, the Enter Transport AI is run for the units that are going to enter the shuttle. Thus, you must set the shuttle's location to ground-only.

EDIT: If it still doesn't work, check if the shuttle's location is 1 pixel wide/high. AIs can't be run at such locations.

Quote from Falkoner
You need to turn off your spell detection for a second when they pick their spell to go into the dropship, I would turn it off until there are no units on ground elevation, then turn it back on. This way the spell won't be detected until it gets into the dropship.

If you are making your triggers in the correct order, you won't be in need for such thing. If you make a trigger that casts a spell if there is a unit at the shuttle's location, you can run the Enter Transport AI in the very same trigger, as well as the spell's effects. One trigger loop is enough time for the unit to be loaded in the transport. Therefore, you should place the spells' learn trigger after the cast trigger, and run the AI script straightaway as learning a spell. By the time the cast trigger is calculated, the unit is already in the shuttle.

Post has been edited 1 time(s), last time on Sep 14 2008, 5:01 pm by Psionic_Storm.



None.

Sep 15 2008, 10:30 am Saox Post #5



Hi Psi!

Good to see you again round here.

Your answer was not the answer to my problem, I solved it already btw ;). You wrote basics on how to use AI, and that is what I know. Please do not treat me as a complete beginner, remember who introduced a few things into your map making skills? ;).
I'm working on a map I've been dreaming about for 4 years now, and thanks to this site I'm getting closer to my goal.

Solved basicly, await future questions ;)



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[2026-7-18. : 2:27 am]
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[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
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[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
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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.
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Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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