I have two questions regarding transmissions;
- Is it possible to disable minimap pings in transmissions?
- When I am sending a transmission from a burrowed zergling owned by Player 2, it does always unburrow and burrow again, is it possible to make it stay burrowed?
Unburrows? It shouldn't unburrow at all. If it is, it's probably because some enemy unit gets flashed nearby, it receives a move order, or you're changing player owners (which sometimes seems to cause unburrowing... forget the exact conditions that produce it though).
In fact, using transmissions on burrowed, unseen units makes a neat effect as you see the glowing ring without any unit there. You can even change the ring colors by dong it on your own units, an enemy's units, or allied non-owned units.
As for minimap pings, not that I'm aware of.
QUOTE(Tuxedo Templar @ Sep 30 2006, 07:15 PM)
Unburrows? It shouldn't unburrow at all. If it is, it's probably because some enemy unit gets flashed nearby or it receives a move order.
In fact, using transmissions on burrowed, unseen units makes a neat effect as you see the glowing ring without any unit there. You can even change the ring colors by dong it on your own units, an enemy's units, or allied non-owned units.
As for minimap pings, not that I'm aware of.
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Well, I can post the trigger to show you how I have done it, I have added hypertriggers, mind the Starforge triggers, but that's how I am doing it:
Trigger |
Conditions: |
¤ Switch(Switch 1, Set); |
Actions: |
¤ MoveLocation(1, Zergling, P2, Anywhere);
|
¤ Transmission(Zergling, 1, "Blanksound", SetTo, 0, "", 1);
|
¤ GiveUnits(1, Zergling, P2, 1, P3);
|
¤ KillUnitAt(1, Zerg Beacon, 1, P1);
|
¤ PreserveTrigger(); |
Also I will revamp the trigger some because I found out a pretty nifty but secret (at the moment) effect if it's possible, but I won't give it any orders or anything like that.
Giving burrowed units to non-human players makes them unburrow..
Also I have another question, how many transmissions may be fired at once?
QUOTE(Chronophobia)
Also I have another question, how many transmissions may be fired at once?
I'll assume you mean the amount of selection circles it will display at once. I don't remember exactly, but I think it's somewhere in the 20-30 range.
If you actually mean how many transmissions can be running at once, one for each player, just like waits.
In fact, they are waits.
QUOTE(Kenoli @ Sep 30 2006, 07:55 PM)
I'll assume you mean the amount of selection circles it will display at once. I don't remember exactly, but I think it's somewhere in the 20-30 range.
If you actually mean how many transmissions can be running at once, one for each player, just like waits.
In fact, they are waits.
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But if you specify to the transmission to wait 0, only to bring the selection circle there and nothing else, will it still be a wait?
It will act exactly like a Wait 0ms. That is, it will wait 84ms.
If you wanted, you could make hyper triggers out of transmissions.
QUOTE(Kenoli @ Oct 1 2006, 07:49 AM)
It will act exactly like a Wait 0ms. That is, it will wait 84ms.
If you wanted, you could make hyper triggers out of transmissions.
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So, as a wait, 0ms actually mean 84ms? Sounds wrong to me. But as another question that follows up to it, is 1ms faster than 0ms?
waits are always rounded to an 'interval' number
QUOTE(Zeratul_101 @ Oct 1 2006, 09:39 AM)
waits are always rounded to an 'interval' number
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I stopped understand in like the fourth word in that sentence.
waits are always rounded... whats so hard to understand about that? 84 ms is an 'interval' number. an interval number is a number that is rounded to. because numbers are rounded, starcraft can't tell the difference between wait 0 ms and wait 5 ms
So, which are those intervals? Could they be any number or are they specific? Such as 84?
specific, its built/hard coded into starcraft. kenoli would know about this.
Well, a simple question; Lets say that 14 is an interval number, and I am choosing 12 which isn't, will then Starcraft automatically assume that 12 is 14 instead?
yes
ADDITION:
ps, don't go around saying interval number, i just made that term up.
QUOTE(Zeratul_101 @ Oct 1 2006, 04:57 PM)
yes
ADDITION:
ps, don't go around saying interval number, i just made that term up.
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To me it sounded reasonable enough, until I find something more reasonable and user friendly!
ADDITION:
We went a little off topic now, but as long as there is map-making assistance it's okay, right?
Think of a hyper trigger, it has 0ms waits.
Do those wait 0ms? No, that's not even any time at all. They wait about 84ms. (hence 12 trigger cycles per second)
The increment at which a wait time moves to the next-highest time is 42. It works something like this:
CODE
You type ---> Game waits
--------------------------
0ms-42ms ---> 84ms
43ms-84ms ---> 126ms
85ms-126ms ---> 168ms
127ms-168ms ---> 210ms
169ms-210ms ---> 252ms
211ms-252ms ---> 294ms
...
This is on the Fastest speed setting by the way.
So basically it won't matter if I type wait 30 or 36, it will by any case wait 42?
0-42 doesn't wait 42ms, it waits 84ms.
But yeah, all numbers in that range are exactly the same.
Well, okay, consider I am done here then. Thank you all for the support! I will now close this thread.