Staredit Network

Staredit Network -> Concepts -> Stim Spell System
Report, edit, etc...Posted by ChaoticRetard on 2006-11-26 at 14:20:29
Have this marine one 1 tile and medic 2 steps away
have a location in between the marine and medic, and when marine stims the medic walks over therefore the condition is met and cast w.e spell...
make marine hp 100pct and medic back to the same tile to reset it
This works pretty well with hyper trigger
Report, edit, etc...Posted by scwizard on 2006-11-26 at 15:22:41
But you could only cast one spell dry.gif
Report, edit, etc...Posted by CheatEnabled on 2006-11-26 at 15:29:47
Not if you have a gateway or something that can shange between spells. Or you could have more marines and ask players to hotkey them Ctrl 2, Ctrl 3 and Ctrl 4 (for example). It would work pretty fine and pressing 4 then T doesn't take a lot of time. You could even add casting time by moving the medic farther away.
Report, edit, etc...Posted by spinesheath on 2006-11-26 at 15:45:46
A gateway system is more useful in that case (less locations, less hotkeys...), unless the medic reacts faster than a unit is built.

Well ok, actually they have the same number of hotkeys tongue.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-11-26 at 15:50:21
actually, the medic system would be useful for the casting speed as Cheat described, and maybe for certain spell systems. but generally, its not very effective
Report, edit, etc...Posted by Heimdal on 2006-11-26 at 19:39:00
You can achieve the same results (hotkey, then letter) with siege tanks. Takes less units, less space, and fewer locations (one, if done right). Although the point about taking time to cast is interesting =) How far will a medic walk to heal something?
Report, edit, etc...Posted by lll on 2006-11-26 at 20:03:10
actaully a medic has its own ai scripts in the game before any triggers are placed. A comp medic can travel anywhere yo heal something. However a comp medic wont travel to a human ally for healing purposes. Blizzard made some weird scripts, if u let a medic in a map with some buildings around it will run around the map for no reason. It runs around on its own without placing triggers in the map. Another unit is the lurker. If you place it in the map someplace and use a move trigger it will pop up and then move back to the orignal placement spot.
Werid ay?
Report, edit, etc...Posted by Shocko on 2006-11-26 at 20:08:59
QUOTE(lll @ Nov 26 2006, 05:03 PM)
actaully a medic has its own ai scripts in the game before any triggers are placed.  A comp medic can travel anywhere yo heal something.  However a comp medic wont travel to a human ally for healing purposes.  Blizzard made some weird scripts, if u let a medic in a map with some buildings around it will run around the map for no reason.  It runs around on its own without placing triggers in the map.  Another unit is the lurker.  If you place it in the map someplace and use a move trigger it will pop up and then move back to the orignal placement spot.
Werid ay?
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would disabling burrow work for lurker -- mwuhahahaha devil.gif
Report, edit, etc...Posted by ChaoticRetard on 2006-11-26 at 21:49:03
QUOTE
You can achieve the same results (hotkey, then letter) with siege tanks. Takes less units, less space, and fewer locations (one, if done right). Although the point about taking time to cast is interesting =) How far will a medic walk to heal something


Seige Tank takes up as much space as medic and marine, and the point of stim casting is that it is fast. Seige Tank takes just about the same time as creating a unit in gateways.
Report, edit, etc...Posted by Mini Moose 2707 on 2006-11-26 at 21:57:59
Siege Tanks have to be re-hotkeyed if they're replaced when the spell is cast.
Report, edit, etc...Posted by Urmom(U) on 2006-11-26 at 22:24:53
You could also continuously heal a unit via triggers and make it only killable if you stimpack and then detect the death of the unit.
Report, edit, etc...Posted by yoni45 on 2006-11-26 at 22:59:26
QUOTE(Urmom(U) @ Nov 26 2006, 09:24 PM)
You could also continuously heal a unit via triggers and make it only killable if you stimpack and then detect the death of the unit.
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Well, it still requires a 2ndary unit to do the killing, since u cant kill a unit by stim alone, and the auto heal might still mess it up... meds or EUDs detecting health would probably work best...
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-11-27 at 15:09:51
QUOTE(Mini Moose 2707 @ Nov 26 2006, 10:57 PM)
Siege Tanks have to be re-hotkeyed if they're replaced when the spell is cast.
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Use a switch/count/whatever to keep track of what it is, so when it changes, the spell happens.

When I first saw this topic, I thought it would be that your hero is a marine, and you use stim and an EUD detects the health loss, causing a spell to be cast tongue.gif I think so complicated tongue.gif

Hm... I just thought of something weird for a spellcasting system. Using the tanks, what if you killed the tank after the spell was cast? This would let you only have 9 spells hotkeyed, which could add a certain element of strategy (of course, you'd be able to reset...).
Report, edit, etc...Posted by spinesheath on 2006-11-27 at 15:18:40
People wouldn't like having to reassign their hotkeys all the time. And there are 10 hotkeys, btw happy.gif
Report, edit, etc...Posted by CheatEnabled on 2006-11-27 at 15:40:18
Usually you would use 1 hotkey for your hero.
Report, edit, etc...Posted by Koltz on 2006-11-27 at 16:23:12
Firebat, Marine, Jim, Gui all hotkeyed onto 1.

Press 1, select the unit, then press t to activate the spell.

U can have 4 spells using this method, but it takes a while to activate. Useful for cooldown between spells, Such as place the medic far away (after stim) , and make it order to the location that is 2 tiles away from ur marine
Report, edit, etc...Posted by spinesheath on 2006-11-28 at 05:38:04
When you already have to move your mouse to select a unit, a dropship system is much better...
Report, edit, etc...Posted by Heimdal on 2006-11-28 at 14:45:57
or a build system (as in trigger happy D), since each unit has a hotkey too AND you have time delays built-in and adjustable. The downside there is that it's more difficult for the user to see what unit does which action.

I wonder if you could make a EUD/EPR condition to detect when the building has been selected... wink.gif
Report, edit, etc...Posted by spinesheath on 2006-11-28 at 15:48:30
At first I would try to find out how SC stores the units you selected. It can't be so simple since you can select several units...
Report, edit, etc...Posted by scwizard on 2006-11-28 at 17:08:29
Doodle already figured that out, then he detected it with EUDs and made a concept map.

Then I theorized a good way to create a map using those triggers, where you'd just press the number keys to cast spells or quaff potions.

I would create a concept map about it, but the mapping contest takes priority, and after the mapping contest comes finalizing mutalisk maddness, and after that comes helping spinestealth with this thingy that I totally forgot about up until now again I'm so sorry spinestealth.
Report, edit, etc...Posted by Shin_Ryu_Hyuuga on 2006-12-05 at 20:16:45
Not a bad idea, with the four Stim-Enabled unit set up.
But it is still kinda easier for the Gateway spell setup, just make them build really fast or whatever.
Report, edit, etc...Posted by Tuxedo Templar on 2006-12-05 at 22:49:50
Well, any new selection systems are a good thing. I'd thought I covered them all, but I hadn't thought of this yet. Good job.
Report, edit, etc...Posted by DaMiNaToR on 2006-12-08 at 11:52:22
A good time where this would be useful is in an RPG where a player can choose what weapons or spells they want in their inventory.

Picture this: The player has an overall inventory somewhere on the map, and can bring the units in that inventory to beacons, which correspond with each stimming unit that actually casts a spell, therefore equipping whatever that unit represents onto that stimming unit.

Then the player would have a selectable quick list of spells to use with the hotkeys. Of course, you could do the exact same thing only faster with a gateway using Koltz's idea. But if you assigned a different hotkey to each stim unit you could have up to ten almost as fast; you'd just have to remember which spell is which number.
Report, edit, etc...Posted by purple100 on 2006-12-11 at 15:44:51
Interesting idea. You could easily have 4 spells per player, and it wouldn't take up very much space on the map. I wonder if an 8-way arrangement could work as well with only 1 medic.
Report, edit, etc...Posted by Laser_Dude on 2006-12-11 at 18:48:39
How about this idea:

You have a marine, who is continually either moving and being moved back to his previous place, or shooting a target that is being continually healed. When you hit stim, he moves faster, or shoots faster. You can then detect this, etc... But since stim has to wear out, you could make it for a property that's continous, like a sheild.
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