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Staredit Network -> UMS Assistance -> about hallucinations
Report, edit, etc...Posted by l)ark_13 on 2005-06-05 at 16:50:50
How come, if you preplace hallucinated units or create hallucinated units with a trigger, they don't look hallucinated? They look like normal units, not light blue like they would if you actually hallucinated one with a high templar. Is there any way to create a unit that actually looks hallucinated (other than hallucinating one yourself with a high templar)?
Report, edit, etc...Posted by BeeR_KeG on 2005-06-05 at 16:52:35
To see that the unit is hallucinated (Light Blue) you need to own that unit. Or have vision for it.
Report, edit, etc...Posted by Ultimo on 2005-06-05 at 16:58:05
No, having vision of it won't tell you if it's a hallunciation.
Report, edit, etc...Posted by LegacyWeapon on 2005-06-05 at 17:05:03
You can always make a trigger to tell you wink.gif
Report, edit, etc...Posted by l)ark_13 on 2005-06-05 at 17:13:48
So if another player is hallucinated there is no way for you to see its "true hallucination" (light blue color)?
Report, edit, etc...Posted by LegacyWeapon on 2005-06-05 at 17:16:03
Nope.
Report, edit, etc...Posted by l)ark_13 on 2005-06-05 at 17:19:00
Okay, thanks everyone.
Report, edit, etc...Posted by Undead-Fox on 2005-06-06 at 05:01:59
Addition Question Concerning Hallucinations: In the well-known Defence map known as 'Mini Town Defence' Why is it that you can take the High Templar, make hallucinations of it, then take those hallucinations to the 'Exchange Unit' part of the map, and then put the High Templar on, and it will take the Hallucinations first, and cound them as the units to be exchanged? 1: Why does it work that way, and 2: Is there a way to detect and stop that without disabling ones ability to Hallucinate?
Report, edit, etc...Posted by in_a_biskit on 2005-06-06 at 06:23:34
I'm guessing that the 'Remove units at location' action will remove hallucinations as well as normal units - but in this case, the Templar is still at the location, so the trigger fires again until the real Templar is removed.
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Does anyone know which conditions and actions will affect/be affected by hallucinations?
For example, can you enable invincibility for hallucinations?
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Don't hallucinations take 200% damage? If you attack a hallucination, you should be able to tell that it is a hallucination because it is taking more damage than it should.
Report, edit, etc...Posted by Heimdal on 2005-06-06 at 12:49:40
I am 99% sure that hallucinations cannot cause triggers to be fired (i.e. no condition will ever be made true by a hallucinated unit).

I haven't played Mini Town Defense, but it sounds like you could set up a slightly more complicated trigger system to prevent the trigger from counting hallucinated units in that situation. What you would need to do is make binary triggers to remove powers of 2, starting with 16 or so (depending on what the maximum number you expect is) and counting down by halves to 1. After that trigger, remove all of that unit type. For example:

Condition:
Player brings at least 16...
Action:
...
Remove 16...

Condition:
Player brings at least 8...
Action:
...
Remove 8...

Continue with this, until you get down to one:

Condition:
Player brings at least 1...
Action:
...
Remove 1...

And then finally, remove all of them

Condition:
Always
Action:
Remove all...


The reason this will work is that there is only one "real" templar at the location, so only the trigger for removing one of them will fire (and the appropriate number of units will be counted). When all real units have been accounted for, all of the templars will be removed, which should remove the hallucinated units as well.
Report, edit, etc...Posted by Undead-Fox on 2005-06-06 at 14:14:17
Well, I'll post up the map right here and at the start you can get the templar, hallucinate something, put the hallucinations on the return first, then place right templar on the right side of the units, and it WILL take the hallucinations first.
Report, edit, etc...Posted by in_a_biskit on 2005-06-07 at 08:59:05
Heimdal: I'm not sure that your system works...
If there are two templar and two hallucinations at the location, your "at least 2" trigger will fire, removing 2 units.
If any one of those two is a hallucination, then the "at least 1" trigger will fire afterwards. And then the "Always" trigger will fire and remove the one unit left.
In any case, here we've over-counted again; we've counted 3 when there were really only 2.
Report, edit, etc...Posted by MarcX on 2005-06-07 at 10:07:28
You can count units properly by placing computer units one by one, incrementing the counter, until the 'command the most at' returns the computer player. Then you have an - you'd have to decrement by 1 or not depending on who the computer player is, I think. Would require some testing, I don't know who gets priority - accurate unit count. Kind of like the binary thing heimdal posted, but more flexible wink.gif. After you can just remove all.
Report, edit, etc...Posted by TDT-DaRkFiRe on 2005-06-07 at 11:41:55
Well I got some extra info, if ur interested..
Hallucinations dont have real energy, to cast spells. So if u want to feedback, lets say, an hallucinated arbiter or high templar, it says ''target unit with energy'' or something. But since this isnt trigger based, I doubt its to any use...
Report, edit, etc...Posted by PhoenixRajoNight on 2005-06-07 at 13:29:05
Ok, heres a map that shows how you can do it, its a long set of triggers for something so simple but it works and its only 7 or so triggs, only thing is, is that they have to cast recall themselves cuz i cant get it to fire on the ai script, but im sure theres someone here that does, and they can change the set of triggs to work completely by themselves, but as of right now it will work, providing u use the arbiter to recall yourself manually.

I read this post and knew that the way to tell the diff was arbiters, because arbiters dont recall halus, so i took like 12 mins and set this map up with triggers very close to what u need, if staredit.net is interested in persuing this into a tutorial of sorts i will try to make it work more smoothly or w/e, if they dont do it themselves.

lol might help if I put the map on here, here it is:
[attachmentid=10076]
Report, edit, etc...Posted by MarcX on 2005-06-08 at 15:24:00
My method was kind of easier.
Report, edit, etc...Posted by in_a_biskit on 2005-06-09 at 03:02:21
That doesn't mean that he can't suggest a different method.

Here's another method:
  1. Make a pixel location.
  2. Center location on unit that might be a hallucination.
    1. If there is a unit at the location, then remove the unit and do the appropriate actions.
    2. If there is no unit at the location, then you've centered on a hallucination. Remove the unit.
  3. Repeat as necessary.
Report, edit, etc...Posted by MarcX on 2005-06-09 at 03:44:32
Hm. Biskit win ;P
Report, edit, etc...Posted by LegacyWeapon on 2005-06-09 at 06:28:10
QUOTE(in_a_biskit @ Jun 9 2005, 03:02 AM)
That doesn't mean that he can't suggest a different method.

Here's another method:

  1. Make a pixel location.
  2. Center location on unit that might be a hallucination.

    1. If there is a unit at the location, then remove the unit and do the appropriate actions.
    2. If there is no unit at the location, then you've centered on a hallucination.  Remove the unit.

  3. Repeat as necessary.

[right][snapback]230416[/snapback][/right]
When you do that, you will kill the rest of the hallucinated units if the real unit is centered on.
Report, edit, etc...Posted by in_a_biskit on 2005-06-09 at 08:31:17
Yes, that's what I meant to do. In fact, that system will remove all forms (hallucinated or not hallucinated) of a unit from a location: but it will only count the 'real' ones and ignore the 'dud' ones.

If you don't want the hallucinations to die, there are easy ways around that - instead of removing them, give them to another player; move them to a different location; I'm sure there are other ways as well.
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