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Staredit Network -> Ideas -> Fused Units
Report, edit, etc...Posted by kao on 2004-12-25 at 06:20:25
A friend and I were tossing around the idea of a 'Fusion Madness' type map. Where we are stuck though, is how to move the location from a fused unit that died, to a newly created one. [Fused being a Ground and Air Unit]. Any ideas?
Report, edit, etc...Posted by AqoTrooper on 2004-12-25 at 09:31:58
to move locations you need to use the "Move location" action.
if you have some units that are the same your location will center only on the bottom left unit - for example:
you have five marines for player 1, you've created a trigger:

Conditions:
Always

Actions:
Move location labeled 'lct1' on 'terran marine' owned by 'player 1' at 'anywhere'
preserve trigger

the location will move on the bottom left marine.
if a that marine dies the location will move on a different marine.
if there are no marines the location will move to the center of the map.
you can use marine heores (or any other unit you use) to center the location on a spacific marine (or any other unit you use), just replace one of the units with their hero and tell the location to move on the hero.
Report, edit, etc...Posted by DT_Battlekruser on 2004-12-25 at 11:22:52
Not really sure what you mean by "fused". Do you mean like a ground unit and air unit that can't move apart? Are you saying that you can have waht, one at a time and a location will follow them and keep them together? Then if one dies, you just wait for a new one to be created and center the location on it.
Report, edit, etc...Posted by kao on 2004-12-25 at 16:11:56
What I am saying is (here's a jist of how the map will work):

You can build everything, but in order to do it, you must kill with basic units to earn 'levels', or 'experience'. When you advance in levels, more units are opened up to you (to build them). You take a ground unit and an air unit and put them on seperate beacons, and then take your handy civ and 'fuse' them. It's pretty much giving control of your air unit to a computer player (that's allied with you), while you still retain control of the ground unit. Moving the ground unit moves the air unit. If the ground unit dies (which will probably have more armor than the air unit), you get to make another.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-25 at 16:19:38
Sounds like an Idea Development thread to me.

>Moved to Ideas and Group Projects.
Report, edit, etc...Posted by DT_Battlekruser on 2004-12-25 at 21:10:11
He's getting help on how to do it Bolt dots.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-25 at 22:51:13
Only thing i understood in his post was "Any Ideas?"
Also the only question, as noted with a question mark.

Your proboly right.
Report, edit, etc...Posted by Moogle on 2004-12-26 at 03:56:12
Dunno if you can really do fuse in starcraft mapping, due fact is limit of units. Unless you mean fuse units create a unit with a different name and stuff. So like Fuse Human soldier with a Alien make a " Hybrid Soldier " =/ kinda thing im amusing this kinda what you ment. You need give bit more details an stuff so people understand what your doing.

Edit:
Forgot do this when was talking about Hybrid Soldier.

Fused Example:
Terrain Marine + Zerg Hydralisk = Hybrid Soldier
Zerg Infested Terran + Terran Ghost = Shadow One
Hybrid Soldier + Shadow One = Soldier of Shadows
Report, edit, etc...Posted by AqoTrooper on 2004-12-26 at 08:06:08
ok, from what I heard (read actuaally), kao wants to give units turrets with triggers... like, making a corsair always be above a zealot so that the zealot can attack both ground and air.

to do that, you need to first create those two units, create 1 location in the size of your unit, not bigger or smaller, (use SF to perfect it) and make those triggers:

1. Hyper Troggers - make 4.
2. this:

Player:
Human player...
Example:
Player 1

Conditions:
player [human] Bring at least 1 [your hero] to anywhere
-OR-
player [human] commands at least 1 [your hero]
Example:
Player 1 brings at least 1 zealot to anywhere

Actions:
(I'll make it all in the Example format)
Center location labeled 'Hero' on Protoss Zealot owned by Player 1 at Anywhere.
Issue order to all Protoss Corsair owned by Player 2 at anywhere 'patrol' to 'Hero'.
Preserve Trigger.

3. this: (all goes in example now, but you get the point)

Players:
Player 1

Conditions:
Player 2 brings at most 0 (or 'exactly', but it's safer to use 'at most'... don't ask why) Protoss Corsair to 'Hero'.

Actions:
Move all Protoss Corsair owned by player 2 at anywhere to 'Hero'.
Preserve trigger.

4. this is a death trigger:

Players:
Player 1

Conditions:
Player 1 brings at most 0 Protoss Zealot to 'anywhere'.

Actions:
Kill all Protoss Corsair for player 2.
(Optional - put it if you make a respawn:) Preserve trigger.

5. make sure to give the corsair invinsibility and set his allience to enemy with the human's enemies and ally with the human's allies (and him).
also, if you make a respawn, use the 'Create unit with properties' and make the corsair invinsible, or use the 'Set invincibility' action - but that your trigger is 1 action longer.

also, to 'fuse' the units, just add a condition to the triggers in steps 2-4 that tells them to work only if 'Switch 1' is set, and create a triggers that Sets that switch when you step with your civilian on that beacon.

Zealot, Corsair, Player 1, Player 2, 'Switch 1', and the location named 'Hero' were just examples, you can replace them with whatever you need.



if it's not what you asked...
QUOTE
You take a ground unit and an air unit and put them on seperate beacons, and then take your handy civ and 'fuse' them. It's pretty much giving control of your air unit to a computer player (that's allied with you), while you still retain control of the ground unit. Moving the ground unit moves the air unit.

...re-explain.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-27 at 05:42:24
That wouldnt work.Do something Like these 3 triggers.
1)make the 4 hyper triggers
2)do these triggers for all players

Players:
Human Player 1
Conditions:
Bring 1 zealot to "Ground Fuse"
Bring 1 corsair to "air fuse"
deaths of "Unused unit3" is 0
Actions:
Create 1 Zeaot(hero) at "Ground Fuse" to "Fused"
Move 1 corsair at "air fuse" to "fused"
Give 1 sair at ground fuse to comp player 1
Set Deathcounts of "Unused unit1" to 2 for Comp player 1
Set Deathcounts of "Unused unit2" to 2 for Comp player 1

Players:
Comp Player 1
Conditions:
Always
Comp Player 1 commands exactly 1 sair
Actions:
Move Location "Zealotsair hero"(Make 1 grid size) on zealot "anywhere"
Move Location "sair death"(Make 9 grid size) on zealot "anywhere"
Order the sair patrol to "zealotsair hero"

Players:
Comp Player 1
Conditions:
Always
Bring sair to "zealotsair hero"
Actions:
Add 1 deathcount "Unused unit1" for Comp player 1

Players:
Comp Player 1
Conditions:
Always
Bring sair to "Anywhere"
Actions:
subtract1 deathcount "Unused unit1" for Comp player 1

Players:
human Player 1
Conditions:
Deathcounts of "Unused unit1" is 0
Actions:
Move Unit sair to "zealotsair hero"

Players:
Human Player
Conditions:
Bring Sair to "sair death"
Actions:
subtract 1 deathcount for unusedunit 2

Players:
Human Player
Conditions:
Bring Sair to "zealotsair hero"
Actions:
add 1 deathcount for unusedunit 2

Players:
human Player 1
Conditions:
Current Player commands at least 1 zealot(hero)
Deathcounts of "Unused unit2" is 0
Actions:
Create 1 sair at "zealotsair hero"

Players:
human Player 1
Conditions:
Current Player commands at most 0 zealot(hero)
Actions:
kill 1 sair owned by comp player 1 at "anywhere"
Set deathcounts of "Unused unit3" to 0

Note: The order given should be best im not sure though(didnt take time to make sure) only 1 fusion will work at a time this way per ground and air unit combo. This is set up for 4 player game if wanted to make 3 player game than would be a lot more types of fusions because of the 2 unused comps. you could not make it a comp player that owns the sair and just the player which would work for 4 players. Uses 3 deathcounts and 2 locations for each fusion for each player. This is confusing but its there.
Report, edit, etc...Posted by kao on 2004-12-27 at 05:46:59
I'll go back and re-read all the triggers, but what I mean by bringing units to the beacons is...

One Beacon labeled 'Air Unit'
One labeled 'Ground Unit'
One labeled 'Fuse'

Should be self explanatory now wink.gif

EDIT: Kept, that seems way too complicated. What I am thinking of is a 4 player map, one computer/one human per team.

Human 1 + Computer 1
Human 2 + Computer 2
Human 3 + Computer 3
Human 4 + Computer 4

All Allied.

A simple 'move' trigger would work in this situation I think. Just detect where the ground unit goes, move the air unit, (it'll attack on it's own, or should). Detect if the ground unit dies, and kill the air unit accordingly. if the Air Unit dies, I don't care as much, because the ground unit should be the 'base' unit.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-27 at 05:48:42
In my trigger set up it has all those things
QUOTE
Players:
Human Player 1
Conditions:
Bring 1 zealot to "Ground Fuse"
Bring 1 corsair to "air fuse"
deaths of "Unused unit3" is 0
Actions:
Create 1 Zeaot(hero) at "Ground Fuse" to "Fused"
Move 1 corsair at "air fuse" to "fused"
Give 1 sair at ground fuse to comp player 1
Set Deathcounts of "Unused unit1" to 2 for Comp player 1
Set Deathcounts of "Unused unit2" to 2 for Comp player 1


Edit:under pretence of "Ground Fuse", "air fuse", & "fused"
Edit again: I also forgot that all the triggers should have "Current Player commands at least 1 zealot(hero)" as a condition exit the first & last trigger in the list
Edit againagain:But if you constantly moved the unit it would not attack because it would be moving. And if you patrolled the air unit while it was attacking the ground unit could walk away and the air and ground unit would be seperate. All of this and what you want is done in what my trigger set is. So use it it works and I understand what you want.
Report, edit, etc...Posted by kao on 2004-12-27 at 05:59:25
Well, if you are near another player, if you move alot, I think that'd be your problem (as in it's not strategic to run, or you're opening yourself up to be hit).
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-27 at 06:07:33
You obviously do not know how to micro and as a Newb mapper want a smal simple trigger set like this which would only half work.

Players:
Human Player 1
Conditions:
Bring 1 zealot to "Ground Fuse"
Bring 1 corsair to "air fuse"
deaths of "Unused unit3" is 0
Actions:
Create 1 Zeaot at "Ground Fuse" to "Fused"
Move 1 corsair at "air fuse" to "fused"
Give 1 sair at ground fuse to comp player 1
set deaths of "Unused unit3" to 1
Preserve trigger

Players:
Comp Player 1
Conditions:
Always
deaths of "Unused unit3" is 0
Comp Player 1 commands exactly 1 sair
Actions:
Move Location "Zealotsair hero"(Make 1 grid size) on zealot "anywhere"
Order the sair move to "zealotsair hero"
Preserve trigger

Players:
human Player 1
Conditions:
Current Player commands at most 0 zealot(hero)
Actions:
kill 1 sair owned by comp player 1 at "anywhere"
Set deathcounts of "Unused unit3" to 0
Preserve trigger
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