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Staredit Network -> UMS Assistance -> Shotgun Effect
Report, edit, etc...Posted by Sie_Sayoka on 2006-11-19 at 17:14:05
what triggers would i need to use to make a shotgun effect. For example, I have a unit, when it kills an enemy unit all of the other units around it will die.
Report, edit, etc...Posted by yoni45 on 2006-11-19 at 17:35:01
QUOTE(Sie_Sayoka @ Nov 19 2006, 04:14 PM)
what triggers would i need to use to make a shotgun effect. For example, I have a unit, when it kills an enemy unit all of the other units around it will die.
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Would you mind having to use a spell to "fire"?
Report, edit, etc...Posted by xmrxsiegecopx on 2006-11-19 at 17:51:57
You could have three locations -- 1x1, 2x2, and 3x3 -- centering on the attacked unit (then moved by mobile grids slightly towards the shooter) with the 1x1 killing every unit in it closer to the shooter, the 2x2 killing weaker units closer to the shooter and injuring stronger ones, and finally with the 3x3 injuring the weaker units and barely touching the stronger ones.

Temporarily summoning and removing some splash units, such as a siege tank could also do the trick.
Report, edit, etc...Posted by fritfrat(U) on 2006-11-19 at 17:52:43
Any way I can think of without using a spell isn't worth it and is rediculously impractical (EDIT: for normal attacks). Sorry.

EDIT: I didn't see seige's post until after I posted. How would you identify the attacked unit?
Report, edit, etc...Posted by xmrxsiegecopx on 2006-11-19 at 17:59:30
QUOTE(fritfrat(U) @ Nov 19 2006, 03:52 PM)
How would you identify the attacked unit?
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A couple of ways:

1. Use the Gunner System if you're going to use the defiler or corsair to aim.
2. Have an observer or scourge temporarily spawned to bring over the enemy unit.
3. An AI auto-aiming system. Casting the shotgun spell will cause the AI to auto-determine which unit is best to shoot at.
Report, edit, etc...Posted by yoni45 on 2006-11-19 at 18:03:32
QUOTE(xmrxsiegecopx @ Nov 19 2006, 04:59 PM)

3. An AI auto-aiming system. Casting the shotgun spell will cause the AI to auto-determine which unit is best to shoot at.

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How do the triggers tell what unit was shot at though?

(nvm, noticed the "spell")
Report, edit, etc...Posted by Sie_Sayoka on 2006-11-20 at 03:20:37
bleh was gonna make the shotgunner tassidar. anyway i dont like the idea of having a gunner system on this particualr map. too bad starcraft doesnt have more conditions.
Report, edit, etc...Posted by ShizTheresABear on 2006-11-21 at 17:32:57
I'm pretty sure there is a way (I haven't figured it out yet) to be able to kill units around a unit that dies (take Bioject's RE:One for example).
Report, edit, etc...Posted by R0y- on 2006-11-21 at 23:00:25
Depending on the situation, if all the enemies are at full health and you shoot one, its hp drops and that can be used to detect the unit attacked. But if it weakens units around it then that would be chaos, you would need a diff control then hp i guess.

This would work if you're supposed to kill everything in 1 shot tongue.gif
Report, edit, etc...Posted by Sie_Sayoka on 2006-11-22 at 16:07:18
mind telling me how to do it? :0
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-11-22 at 16:40:09
There are EUD conditions that can detect health, if I remember correctly...

Make your unit's attack have 1 less damage than the enemy's health, and detect (via EUDs) that health loss, and do the effect, using a switch/deathcount to make sure it only happens once.

Its a tad impractical, but it could work :/
Report, edit, etc...Posted by Koltz on 2006-11-22 at 19:22:46
If its one-hit-kills, Make it so that, if kills score is at least 1, play wav, set kill score to 0
Report, edit, etc...Posted by Zeratul_101 on 2006-11-22 at 22:25:49
QUOTE(Killer_Kow(MM) @ Nov 22 2006, 01:40 PM)
There are EUD conditions that can detect health, if I remember correctly...

Make your unit's attack have 1 less damage than the enemy's health, and detect (via EUDs) that health loss, and do the effect, using a switch/deathcount to make sure it only happens once.

Its a tad impractical, but it could work :/
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Something like this would be VERY bad, you need to know the unit ID(is that the right term?), the unit itself(i think), the player owner(i think), plus the specific setting itself. there are 1700 potential unit IDs, a whole bunch of units, plus up to a hundred triggers per unit.

so, its like this:

1700 X how many unit types you have X number of applicable players X 100 = a very ugly amount of triggers for this to work

not to mention, it only tells you if a unit has the amount of HP, not which unit has the amount of HP, so, for instance, if P1 has 2 marines, it'd be VERY difficult to find which marine the triggers were detecting for.

QUOTE(Koltz @ Nov 22 2006, 04:22 PM)
If its one-hit-kills, Make it so that, if kills score is at least 1, play wav, set kill score to 0
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wtf is that supposed to do... play a sound...cause that'd be the least of his worries
Report, edit, etc...Posted by Koltz on 2006-11-23 at 21:44:04
Ohh my bad, i thought he was asking for sound.

For that, i got no idea
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