Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Stucking Units = Attack Problem
Stucking Units = Attack Problem
Nov 29 2008, 5:02 am
By: Punky_tnt  

Nov 29 2008, 5:02 am Punky_tnt Post #1



I have to move DA in space to stuck them. I don't want players to be able to order them to move anywhere. If players want to remove them, they have to use the probe who created them (moving location on pylons and reomve pylon and creat a DA). When the probe try to attack the DA. It stop. You have to order to attck 3 times to kill the DA. It's really annoying >:( . I want to know if there's other way to stcuk units.



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Nov 29 2008, 5:29 am Vi3t-X Post #2



Hyper Triggers with Hyper Ally preventing something?



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Nov 29 2008, 12:10 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Constantly order it on itself.
Click-spam however will be able to move it. So you'd need some clever detection system if the player managed to escape.
When the archon is created, also create a burrowed ling for a neutral player, say P11 under it. You will need it to cycle through locations.
Then have a 2x2 location and a say 3x3 location. (If you have problems that the wrong archons are being moved if someone escaped then use smaller locations. Like 1.5x1.5 and 2x2)

--- make copies of these
Trigger 1:
Center both 2x2 and 3x3 on the ling and order the archon there to move to 2x2
Trigger 2:
If there is an Archon give the ling to P10.
Trigger 3:
If there's no Archon at 2x2 move 1 Archon at 3x3 to 2x2 and give the ling to another player, say P10.
Trigger 4:
If there's STILL no Archon, the Archon has been killed, so you can remove the ling.
--- make copies of these
Trigger 5:
If there's no P11 ling left, give all P10 lings to P11.
--> next trigger loop

You need as many copies of the first 4 triggers as there can be Dark Archons per player on the map.
This will screw up if there are any methods of transportation, such as shuttles or Recall.
If you need help on how to counter them too, just ask ahead.




Nov 29 2008, 4:05 pm Falkoner Post #4



You can also constantly move it to the spot, and that will not allow them to escape at all, of course, it also makes it difficult for units to hit them with attacks, so if you plan on attacking them, the constant ordering is the way to go.



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Nov 29 2008, 6:29 pm Punky_tnt Post #5



Well there's more than 1 at DA on the map. Players could make like 100 DA and I dont want them to move. My map have 6 players who can make DA. I dont have 600 locations. I have like 250 location already. So there's like 3 or 4 location that I can use. If I use a moving location on all burrowed ling, it will lag+players will have time to move a lil bit the archon. Maybe I should find the unit with the fastest attack reaction for my ''eraser''.



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Nov 29 2008, 6:38 pm Falkoner Post #6



You can also constantly move them to an area they cannot be moved to, and that kinda stops em. Like, put a location over water, and constantly move it there, and it will stop.



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Nov 29 2008, 6:49 pm Punky_tnt Post #7



I did it first... You havent read first post? I put DA on space (there's no water in space). The reaction attack is still slow.



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Nov 29 2008, 7:20 pm NudeRaider Post #8

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Punky, my solution needs 2 reusable locations. The lings mark where the DAs stand so you center the same location on each ling.

I don't see any other options here.




Nov 30 2008, 3:15 am Punky_tnt Post #9



Well, the locations will be always moving on DA? I dont get it? People will be able to see lings right? Something I dont want... They will be like WTF there's a zergling under my DA? Hydra, defiler, infested, drone or mine, I dont want. They have to be invisible but the only player that ppl can't see is P8. P7=vision. Lurker will screw my map cuz you cant build at his right or left I dont remember...maybe I should replace probe by a defiler who will cast dark swarm and the dark swarm will be replaced with a pylon and the pylon will be replaced by DA and if I want to erase, I cast on the DA. So the attack to erase will be replaced by cast dark swarm to erase. Maybe the dark swarm cast will be buggy like the probe attack. I wont have problem with ''dark swarm owner'' because all players are seperated by space.



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Nov 30 2008, 3:31 am Biophysicist Post #10



You won't see the Zerglings, there's a Dark Archon over the ling. Even if the DA moves, the players can only see the ling if they have a detector nearby. And even if they somehow select the Zergling, it'll go to a different player so it'll unselect.

This is really the only way to do it. Unless you want to hyper-move it or cage it with DTs or powet-ups or something, which you probably don't, you should use the hyper-order and Zergling system.

EDIT: Do you know how to use extended players? In SCMDraft or something, you can make the Zerglings belong to "player 10" or "player 11". That way, no one can see the lings without a detector, and the lings won't unburrow and run off.



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Nov 30 2008, 4:01 am NudeRaider Post #11

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Yup. Tassadar explained it. And yes, the locations will be centered on a ling. The ling is given and the same locations are centered on the next ling which is then given and so forth. When all lings are given, give lings back. This method is called cycling.

But if you're fine with dark swarms then by all means use them. It'll be much easier.




Nov 30 2008, 11:04 pm Falkoner Post #12



You could also do the same method, except use a daeth count to make it only move them like every 6 trigger loops, that way it's at least easier to attack them, you'll still have the same glitch every once in a while, but it should work fine most of the time.



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Dec 1 2008, 2:12 am Punky_tnt Post #13



Here is some pictures of why I decided to use DA

PROS:
1.You can build on his left
2.You can build on his right
3.Killable
4.You can creat it unlike zerg egg

CON:
1.Hard to kill because I have to freeze it (I dont want players to move DA)

I did this to avoid stacking pylons. I prefer to make simple map and not a stacking pylons map turning on off vision. But it is a pain to kill it. So I want to know if there's another unit I could replace. Lurkers dont work and mines and burrowed zerg are ugly.

Attachments:
screen11.PCX
Hits: 4 Size: 259kb
screen12.PCX
Hits: 1 Size: 258.89kb
screen13.PCX
Hits: 0 Size: 257.98kb



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Dec 1 2008, 2:29 am Punky_tnt Post #14



EUREKA SIEGE TANK. I hope we can make them unsiegable

EDIT:Disable maybe



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Dec 1 2008, 3:01 am Biophysicist Post #15



Quote from Punky_tnt
EUREKA SIEGE TANK. I hope we can make them unsiegable

EDIT:Disable maybe

Uhm... What? Please explain... What do you mean by "unsiegeable", and what was that about Disable?



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Dec 1 2008, 3:14 am Punky_tnt Post #16



Quote from name:TassadarZeratul
Quote from Punky_tnt
EUREKA SIEGE TANK. I hope we can make them unsiegable

EDIT:Disable maybe

Uhm... What? Please explain... What do you mean by "unsiegeable", and what was that about Disable?
Well I dont want ppl to be able to move unit. If I replace DA by disabled siege tanks it will work. And there's no attack glitch. Plus disabled tank is a cool effect. Bout the unsiegeable: First idea was to put a siege mode tank and make the tank unable to go back to tank mode, but this is impossible I think. So next idea was to creat a normal tank and disable it. UNSIEGABLE (can't siege). Thats it. I think the problem is fixed. Ty



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Dec 1 2008, 4:37 am Commanda_Panda Post #17



Quote from Punky_tnt
Quote from name:TassadarZeratul
Quote from Punky_tnt
EUREKA SIEGE TANK. I hope we can make them unsiegable

EDIT:Disable maybe

Uhm... What? Please explain... What do you mean by "unsiegeable", and what was that about Disable?
Well I dont want ppl to be able to move unit. If I replace DA by disabled siege tanks it will work. And there's no attack glitch. Plus disabled tank is a cool effect. Bout the unsiegeable: First idea was to put a siege mode tank and make the tank unable to go back to tank mode, but this is impossible I think. So next idea was to creat a normal tank and disable it. UNSIEGABLE (can't siege). Thats it. I think the problem is fixed. Ty

You can still do the sieged way.
It is possible to make a siege tank that can't unsiege, make sure you have siege mode disabled and just create a normal siege tank (siege mode) for the player (make sure it's not edmund duke or it can unsiege anyways)



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Dec 1 2008, 5:23 am GameLoader1337 Post #18



There was a method i used to make workers attack, yes you have to constantly make it order on itself, but if you have hyper triggers that gets stuck, so add a ai script that is 'BW Protoss 7 - A (Protoss - heavy medium D/heavy medium A)', it needs both of those to work.



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Dec 1 2008, 12:40 pm NudeRaider Post #19

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from GameLoader1337
There was a method i used to make workers attack, yes you have to constantly make it order on itself, but if you have hyper triggers that gets stuck, so add a ai script that is 'BW Protoss 7 - A (Protoss - heavy medium D/heavy medium A)', it needs both of those to work.
That is a nice information, but irrelevant for this topic.
He's not trying to make computer workers attack normal units,
he's trying to make it easier for humans to use a probe to attack an immobile unit.

Do what Panda suggested: Just disable siege tech.




Dec 2 2008, 2:06 am Punky_tnt Post #20



I did a test map to show you units that I could use.

Forgot disabled gaz and mineral chunk because there's no trigger to creat them.
Burrowed zerg is a lil bit ugly...
The DAs doesnt work because its hard to attack them
You can't build at lurker's left
And yes you can make edmund duke can't unsiege and normal tank but you can't build at his left.

So now we have disabled terran, flag and mines
Disabled flag could crash players if they click on it because I use a P12+ color (55 black)
Disabled terran is a lil bit ugly cuz of the disable effect (they are dancing)
Unburrowable mines are only for Neutral players and human players can't be neutral...
So the best unit I could use is a burrowable mines.

Mines:
We can creat it via triggers
Can build at top, botom, left, right
Can't move
Mines can't wall because probe can ''walk'' on them
Easy to kill

So I think I will go for mines

Attachments:
Stuck Test.scx
Hits: 0 Size: 40.53kb



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