Staredit Network

Staredit Network -> UMS Assistance -> Constant Move = Invincible
Report, edit, etc...Posted by LethaL on 2007-02-03 at 14:00:03
Alright, so I'm making a test map for Turn-Based battles (just to see if I can do it before starting an RPG based on it). Both units have vHP; 1 burrowed drone constantly centered on the units.

My main question right now is if a constantly (i.e. 0 ms wait) centered burrowed unit is considered "invincible." I tested with the drone having 2 life and my unit doing 5,000 damage, and the drone just never died.


[attachmentid=22957]
(Attaching the map to show what I mean)

At the start you have a Dropship. Only the "attack" works right now, so when you unload "attack" (Zealot) it will center view on your Hero unit and he will walk over to the enemy. There is a P3 Drone under you and a P4 drone under him. During your turn he is allied to P3 and your are enemies with P4 (You and the 'enemy hero' are always allied).

The drone under the enemy hero should have 30-35 HP when your hero reaches him, and you do 50 damage. You'll slash a few times and teleport back to start, and your Hero runs back to the Zealot. It's no longer your turn so he attacks you also, but the same thing occurs. You can sit there making the slashing animation all day and the drone won't die.

Report, edit, etc...Posted by PCFredZ on 2007-02-03 at 14:04:20
Simply use the Order action instead of Move to counteract this.
Report, edit, etc...Posted by JaFF on 2007-02-03 at 14:07:21
Have a 1x1 tile location on the hero unit. And have this trigger:

Condition:Player brings exactly 0 hero unit to location A
Actions:
center location A on hero unit
Move drone to location A
Preserve.

That way, it causes less lag when moving, and allows to attack the vHP unit.
Report, edit, etc...Posted by LethaL on 2007-02-03 at 14:11:53
PCFredZ: That would unburrow the Drone.

JaFF: The way the vHP is set up right now, if there is no drone in the location centered on the unit, it will lose 1 life and create a drone there.
I'll try to manipulate it and add another location like you said (and make the drone-detecting location bigger).
Report, edit, etc...Posted by spinesheath on 2007-02-03 at 14:24:12
"constantly" can't be done for a certain time-span. You can have 64 "move" actions within one trigger, and those are indeed one after another without wait, but a preserved, hyper-triggered move command does not move the unit with a 0ms wait. Come to think of it, you would move the unit infinitely often within 1 ms.
Instead, the move is executed 12 times per second. Still the unit gets somehow invincible wink.gif Must be something in SCs engine that a unit counts as "out of range" as soon as it is moved by a trigger.
Report, edit, etc...Posted by PCFredZ on 2007-02-03 at 14:30:35
Have you tried giving the Drone to P9-P11? You will be unallied with them by default and the AIs for those players are basically nonexistent.
Report, edit, etc...Posted by Koltz on 2007-02-03 at 14:32:11
Try using splash units?
Report, edit, etc...Posted by LethaL on 2007-02-03 at 14:33:43
I knew that wink.gif. I said constantly because virtually, well, it is constantly. tongue.gif

@JaFF's idea: It works. blink.gif Mucho thanks!

@PCFredZ: I don't think you understand what's wrong. He's supposed to attack the drone, and he does. The only problem is that the drone didn't take any damage, and I assumed it was because it was constantly moved. I guess the 'move unit' action voids all physical damage (attacks from units).

@Koltz: Wouldn't happen. Changing things like that shouldn't be needed for a trigger problem.
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