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Staredit Network -> UMS Assistance -> Protoss Interceptor
Report, edit, etc...Posted by Saox on 2005-03-05 at 05:02:29
Is it possible to Create a Carrier with only ONE interceptor? or modify an already existing Carrier to have only ONE interceptor?
Report, edit, etc...Posted by Screwed on 2005-03-05 at 05:27:38
There is action called "Set Unit Hangar Count"

If i recall correctly, it is like this

Set Unit Hangar Count for Unit at Location 1-10

What it does is i modifies the amount of scarabs or interceptors inside a reaver or carrier to the amount u set (1 to 10, 10 is max)

So just set hangar count for the carrier at the location and preserve trigger and it will then have 1 interceptor smile.gif
Report, edit, etc...Posted by chuiu on 2005-03-05 at 10:53:19
You cannot set the hanger amount to have only 1 interceptor. You have to remove all interceptors then add 1 to the hanger amount. And it's modify hanger amount in case you might get confused. smile.gif
Report, edit, etc...Posted by Saox on 2005-03-05 at 15:39:58
Hmm...yea that did it smile.gif. But now when I whant to have that one interceptor all the time, to respawn once killed(of course I can always give it some more hp) but I whant all carriers that I buy to have only one interceptor.

(A brand new carrier starts with 0 interceptors)
Report, edit, etc...Posted by Mini Moose 2707 on 2005-03-06 at 02:14:42
You can remove regular Carriers and replace them with hero Carriers that have one Interceptor. Of course, you'd have to disable building of interceptors.
Report, edit, etc...Posted by l)ark_13 on 2005-03-06 at 02:26:35
QUOTE(Saox @ Mar 5 2005, 01:39 PM)
Hmm...yea that did it smile.gif. But now when I whant to have that one interceptor all the time, to respawn once killed(of course I can always give it some more hp) but I whant all carriers that I buy to have only one interceptor.

(A brand new carrier starts with 0 interceptors)
[right][snapback]159032[/snapback][/right]


Heres the thing:
When you say "Add 1 to hanger count for Carrier" it only adds one, once.
When you say "Add 1 to hanger count for Carrier, Preserve Trigger" it keeps adding one forever until the hanger is full.

So I tested with adding the Condition, "Deaths of 'unit1' is 0" Actions, "Add 1 for hanger count, add 1 death for 'unit1', Preserve Trigger."

Then for trigger 2 Condition, "Death of 'unit1' is 1" Actions, "Kill all (I also tried kill 1 at location) Interceptor, Set death of 'unit1' to 0, Preserve trigger"

But that didn't work. I tried adding an "Add 1 interceptor to hanger count" after the "Kill all interceptors" in the second trigger but that didn't work VERY WELL. The interceptors would be able to deploy and all carriers would always have ONLY 1, but then the interceptor would be destroyed before it even got off a shot.
I don't think you can have only 1 interceptor in a carrier for all carriers at the same time. Sorry. (I could be wrong though. I hope to be proved wrong for your sake Saox)
Report, edit, etc...Posted by Clokr_ on 2005-03-06 at 10:21:07
I think interceptors satisfy the bring condition. You could iterate through the carriers and check the interceptors that they have, but it will be hard to get that system to work perfectly :/
Report, edit, etc...Posted by in_a_biskit on 2005-03-07 at 03:24:32
I wonder if you could detect when either:
(a) a player builds a carrier, or
(b) a player's interceptor dies,
then reset all carriers to have 1 interceptor whenever either (a) or (b) is true.

(a): you could detect when your player has the most carriers (therefore, they built a new carrier), then remove that condition by making a carrier for an unused player, then reset interceptors to 1. This method might be possible to modify to accomodate for more than 1 player...

(b): This is easy - just look for deaths of interceptors to be at least 1, then reset deaths to 0 and interceptors to 1.

note: it is also possible (I think) to make interceptors invincible, preventing the need to detect (b), although it is already very easy to detect (b).
Report, edit, etc...Posted by Clokr_ on 2005-03-07 at 11:27:18
The problem is that then you would have to iterate through all the carriers, checking if they have interceptors and adding 1 if they dont. The problem iterating them is how you move the location to the next carrier. You could give them to another player, wich would mean that they can only be iterating for one player at time. Also, they would deselect.

Another problem is that the carriers are over other ones or attacking you wouldn't detect the quantity of interceptors correctly.


Maybe let the players build them and keep track of minerals? tongue.gif
Report, edit, etc...Posted by chuiu on 2005-03-07 at 17:29:49
C:
Current Player has suffered at least 1 deaths of Protoss Interceptor.

A:
Set deaths of Protoss Interceptor for Current Player: Set to 0.
Remove all Protoss Interceptor for Current Player.
Modify hanger amount for all Protoss Carrier: Add 1 to hanger.
Preserve triggger.

This trigger will make sure all carriers that lose an interceptor (and all that dont) will be reset to 1 interceptor.
Report, edit, etc...Posted by RexyRex on 2005-03-08 at 19:19:11
QUOTE(Clokr_ @ Mar 6 2005, 07:21 AM)
I think interceptors satisfy the bring condition. You could iterate through the carriers and check the interceptors that they have, but it will be hard to get that system to work perfectly :/
[right][snapback]159447[/snapback][/right]

If the interceptor dies?

Center a (BIG) location on the carrier(s), if the player brings 0 interceptors to that location, set the hangar to 1. This gives me an idea that I might go test... (Unlimited interceptors). But that method isn't very...well, hmm, whats the word? Correct? I dunno. It's really like a last resort if the "Command" doesn't work on interceptors. 'Tis flawless though tongue.gif
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