Staredit Network

Staredit Network -> Ideas -> Trigger Happy?
Report, edit, etc...Posted by A_of_s_t on 2006-01-30 at 23:04:54
I had a few ideas, but wanted to see if anyones ever done them...

1: Running
The unit (marine or Jim Raynor) has stim pack, but only has ebough health to use it once, but when wanting him to run(outrun an enemy, explosion, ect.) a trigger starts that revives the unit so he can 'run' with stim pack

2: ???Blinding Attacks???
I was thinking of this, but i dont know if it works... Anyway, lets say u find 'flash grenades' (medics without any of their other special abilities except blind), then u throw them at units, this then destroys the units shield points.

Thats all I can type for now.

Sincerly,
Aofst
Report, edit, etc...Posted by Moogle on 2006-01-30 at 23:20:52
1: Just set his HP to 11, that way he'll stim once and have 1 HP Spare but not really enough counter from any real damage unless enemy does 1 dmg and he has 1 Armor he'll take 2 hits then. Still abit unsure about what you want for trigger because you just said outrun and starts a trigger to revive that unit, unless you mean 'Normal Marine has no stim but when you want to flee quick with stim you switch it with Jim Raynore then he'll run away once stim runs out he'll change back to normal Marine' no way detect when a person stims or takes dmg, i think away detect dmg taken with EUD about it.

2: Using Flash thing on medic to destory enemy? No cannot be done, Noway detect if unit has been blinded or not, unless you have a trigger where a DT Runs up a hidden road or something if tank doesnt kill him then tank dies. All i can think of. I don't know.

Maybe someone else have ideas about this or add on about whatever i said.

\\Moogle
Report, edit, etc...Posted by AgenT_Nick on 2006-01-31 at 16:14:53
u can make a medic give blind to the player.
u just need a unit with 81hp over and the medic will blind.

then if you want to detect it u would try tro find EUD conditions ermm.gif
Report, edit, etc...Posted by A_of_s_t on 2006-02-01 at 00:10:50
Ok, thanks, umm... I had to go right when i started posting this, im sorry for the ... unefficeint details.

1. O, the stim pack, is it possible to give the stim pack technology for a peroid of time, then take the technology away confused.gif If not, I'll just do the Jim Raynor thing that Moogle suggested.

2. DAMN U STAREDIT WITH YOUR CAN'T DETECT CERTAIN SPELLS! ranting.gif lol tongue.gif anyway... I guess i could make it different, I guess I expected too much with staredit. (I'm kinda lazy in looking at ALL of the special triggers in Star Xtra Edit and Starforge.
Report, edit, etc...Posted by Javaboy on 2006-02-01 at 18:01:15
1. You could have a certain size area that centers on the marine when it leaves the area, and have a timer for how long the rine is in the area, if the rine leaves the area before the timer runs out it must be using stim therefore set another timer which would heal the rine after a certain amount of time (say 10000milliseconds or so) that way you could detect if the rine is moving, not moving or stiming. This is a little complex for that but it would do the job(you would have to do some timing to determine how long it takes marine to cross a certain distance, and Im not entirely sure this would work at all... ).

2. theres only a few spells any editor can detect, the most common ones are the corsairs disruption web and the defilers dark swarm.
Report, edit, etc...Posted by A_of_s_t on 2006-02-03 at 18:45:33
What about this?

Trigger
Players:
¤ Player #
Conditions:
¤ Player # brings 0 Marine(or Jim Raynor) to location #
Actions:
¤ Wait 10000
¤ Set Marine(or Jim Raynor) to 100% healthby Player #
¤ Move Location # to Marine owned
¤ Preserve Trigger


And for the second one... I'm still clueless about what to do... helpsmilie.gif
Maybe I can have a Science Vessel be Invisible and Invincible and only allow it to fire the EMP so it gets rid of the shields, that might be good, I'll have to rethink some of my map's special attacks... happy.gif
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