Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: unit death effects
unit death effects
Sep 24 2007, 11:01 pm
By: spongecake  

Sep 24 2007, 11:01 pm spongecake Post #1



Well when a science vessel dies, it slows down and sucks in anything near it, are there any other units that have effects when they die?
Thanks



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Sep 24 2007, 11:02 pm Money Post #2



Is this a theory of a fact?



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Sep 24 2007, 11:12 pm spongecake Post #3



I'm wondering if there's any other effects because I'm interested in them in the game I'm making.

Post has been edited 1 time(s), last time on Sep 24 2007, 11:32 pm by spongecake.



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Sep 24 2007, 11:15 pm Money Post #4



Are you sure that the science vessel has that effect?



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Sep 24 2007, 11:22 pm spongecake Post #5



It's what happens of my map so... kinda



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Sep 24 2007, 11:37 pm who Post #6



science vessels don't suck units in when they die, they just have a cool death sound.
you could implement it, though, by making a moving location on a vessel, and ordering all units within that location to move to a smaller location in the center.



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Sep 24 2007, 11:44 pm Ultraviolet Post #7

We do a little trolling

I think he must have seen a suck trap made with a science vessel for the explosion and assumed that science vessels suck units in when they die. There are no special unit properties when they die besides the animation as far as I know.

Post has been edited 2 time(s), last time on Apr 20 2008, 10:46 pm by NerdyTerdy.



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Sep 25 2007, 12:25 am Falkoner Post #8



Yeah, I assumed the same thing, that's just in bounds man, all they did was order any units near the explosion to walk into it :P. Man, some players never even play melee :P.



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Sep 29 2007, 7:41 am Fisty Post #9



Yah falk its pretty sad. I really shudnt be talking though because I can never get builds straight and always end up being swamped.



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Sep 29 2007, 11:54 pm fritfrat Post #10



Get "builds" straight? What?

No unit's death has a special effect besides a visual one (excluding nukes, of course... actually, is that a death as far as dcs go? I wouldn't even know). Any effect is added in through triggers. I'd think that you'd learn this though that just by playing 2 different maps with science vessals that their deaths would make a difference effect.. so if all you're playing is bounds, really, expand your horizons a bit; bounds utilize about 1% that is SC. Try playing lots of different games before actually trying to make one...



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Sep 30 2007, 12:16 am Falkoner Post #11



Just to clear that question up for fritfrat, to expand your already extensive knowledge :P, a nuke explosion is not a death, if you kill a nuke through triggers, it makes an explosion that looks like a wraith missle exploding.



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Sep 30 2007, 2:04 am Kenoli Post #12



A Wraith missile hit is just like the Ghost hit and Tank hit and whatever else.


A nuke dying is some other explosion.


Freaky scaled images.



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Sep 30 2007, 2:06 am Falkoner Post #13



Meh, they look similar.



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Oct 5 2007, 5:03 am Roy Post #14

An artist's depiction of an Extended Unit Death

Creating and killing/removing a unit above another unit will slow it down, but it won't suck units towards it :P

What's wrong with only playing bounds? They're fun! :P




Oct 5 2007, 11:25 pm Kenoli Post #15



I just noticed that the title screen uses that other explosion.




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Oct 6 2007, 12:19 am frazz Post #16



Actually, the title screen one looks different. It's more yellowish, same shape though.
Question: Why would they have a death animation for a nuke anyway? It's not even possible to kill them with staredit.



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Oct 6 2007, 1:10 am Symmetry Post #17

Dungeon Master

Guess what happens when you cancel it.



:voy: :jaff: :voy: :jaff:

Oct 6 2007, 8:27 pm NudeRaider Post #18

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 Killer_Kow
Guess what happens when you cancel it.
My guess would be it would not even be created, so it doesn't die on cancel.
Since as soon as you see the nuke on the screen you can't cancel anymore.




Oct 6 2007, 8:31 pm blacklight28 Post #19



I remember that topic in old SeN where Tux I think made it and then you'd say what units and unit deaths could be used for.

For example: A cloaked bunker on tree sprites could be a tree on fire. Any of you guys remember that topic?



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Oct 7 2007, 9:31 am Roy Post #20

An artist's depiction of an Extended Unit Death

Quote from NudeRaider
Quote from Killer_Kow
Guess what happens when you cancel it.
My guess would be it would not even be created, so it doesn't die on cancel.
Since as soon as you see the nuke on the screen you can't cancel anymore.
You can cancel when the nuke is leaving the silo (at the start of the strike)

Quote from blacklight28
I remember that topic in old SeN where Tux I think made it and then you'd say what units and unit deaths could be used for.

For example: A cloaked bunker on tree sprites could be a tree on fire. Any of you guys remember that topic?
I'll pretend that was on-topic...




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[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.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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