Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Forcing cpu to cancel mutation
Forcing cpu to cancel mutation
Aug 25 2009, 10:46 am
By: theleo_ua  

Aug 25 2009, 10:46 am theleo_ua Post #1



If human player (p1 for example) start mutation to guardian\devo - how to force cpu to cancel this mutation for p1?

And how to force cpu to cancel building processes like "mutation to hatchery" and so on?

Post has been edited 1 time(s), last time on Aug 25 2009, 3:41 pm by theleo_ua.



None.

Aug 25 2009, 12:46 pm Heinermann Post #2

memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes memes

To force a CPU to cancel zerg buildings, it must be attacked and at low hp.
The CPU will not cancel morphing of mutalisks.




Aug 25 2009, 3:16 pm Pyro682 Post #3



You can use a work-around, maybe something like removing and creating a new mutalisk at that same location?


---Edit----

If I recall Correctly, a version of Storm The Fort has mutalisks to activate "Entering a Vehicle". You mutate into a guardian, and it changes back into a mutalisk some how. I looked through all of my versions, and I don't have the updated version. I probably never got it back since my last reformat. This allows the player's selection on the Mutalisk/Guardian to stay retained on the unit. I'm not entirely sure how it works.

Then again, I may be completely wrong, and it just removes the Guardian/Cocoon and Creates a new Mutalisk in it's place.

Post has been edited 2 time(s), last time on Aug 25 2009, 3:24 pm by Pyro682.



None.

Aug 25 2009, 3:45 pm theleo_ua Post #4



Quote from Pyro682
You can use a work-around, maybe something like removing and creating a new mutalisk at that same location?

This clears selection (player will need to select created mutalisk again).


Quote
I probably never got it back since my last reformat.

If you will find this map - share it please:)



None.

Aug 25 2009, 3:47 pm Faku Post #5



Quote from Pyro682
You can use a work-around, maybe something like removing and creating a new mutalisk at that same location?


---Edit----

If I recall Correctly, a version of Storm The Fort has mutalisks to activate "Entering a Vehicle". You mutate into a guardian, and it changes back into a mutalisk some how. I looked through all of my versions, and I don't have the updated version. I probably never got it back since my last reformat. This allows the player's selection on the Mutalisk/Guardian to stay retained on the unit. I'm not entirely sure how it works.

Then again, I may be completely wrong, and it just removes the Guardian/Cocoon and Creates a new Mutalisk in it's place.


It's just a really long build time for the mutation. Then if it hits guardian it will probably remove the unit and make a new mutalisk or Cocoon.



None.

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[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:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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