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Staredit Network -> UMS Assistance -> Click To DEATH!
Report, edit, etc...Posted by (Dual)Archon on 2005-01-17 at 14:29:32
I Was Jus wonderin if u units could be clicked 2 death cuz im making a defence like that!!!!
Report, edit, etc...Posted by MapUnprotector on 2005-01-17 at 14:36:38
QUOTE((Dual)Archon @ Jan 17 2005, 03:29 PM)
I Was Jus wonderin if u units could be clicked 2 death cuz im making a defence like that!!!!
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Um, to my knowledge you cannot click a unit to death, you can crash from clicking a unit though. You could though make some click-like system where you unload from a dropship or something...or cast d swarm like trigger happy d.
Report, edit, etc...Posted by Nozomu on 2005-01-17 at 15:32:29
You can't click units to death.
Report, edit, etc...Posted by EzDay281 on 2005-01-17 at 15:36:18
Well, the closest you can get, is if you're playing singleplayer(not lan, not B.Net) you can kill a Critter if you click it enough, but, otherwise, no, sorry.
Report, edit, etc...Posted by Red2Blue on 2005-01-18 at 13:20:55
You can't click to death.. as the others have said... but, you can make a unit move to death -tho- that isn't fun at all; its not even defending anything...
Report, edit, etc...Posted by Tuxedo Templar on 2005-01-18 at 16:56:21
Here's an idea: you COULD make a defense map with stimable terran infantry units you own being constantly (hyper triggers) ordered to the end, where you need and click to stim them to (near) death before they reach the end. Then you could have a part near the end with lurkers that do 10 damage, ensuring the ones who are low enough on hp get killed off. That's almost the same idea as 'clicking' them to death. I'm sure you could come up with something similar.

Hell, that'd also involve some strategy too, since you would want to click the ones in the back first, since they'll start moving fast as soon as they're stimmed, while letting the ones up front remain unstimmed to slow the rest of the group down. Since there are only a handful of units that have stim, you could have each level simply set their HP % a bit higher, or have more of them, or both. And you'd also need to give them between players at random, or else have separate lanes for each player spawning units that belong to them... if you understand what I mean.
Report, edit, etc...Posted by KaboomHahahein on 2005-01-18 at 17:16:12
But then you the people wont be clicking because it it much easier to press "T" for the stim so it would be "Push button to death" Not click. Who likes to click when you can use hotkeys? Maybe only new people to starcraft will actually CLICK. But still quite a new and cool idea.
Report, edit, etc...Posted by Tuxedo Templar on 2005-01-18 at 17:33:10
Well how many ways can you think of 'clicking' in starcraft to accomplish some effect? Maybe clicking to order a movement/attack? Clicking a button (usually has a hotkey though)? Clicking to target something? Not a whole lot of ways, really.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-18 at 17:37:57
QUOTE(Tuxedo Templar @ Jan 18 2005, 04:56 PM)
Here's an idea: you COULD make a defense map with stimable terran infantry units you own being constantly (hyper triggers) ordered to the end, where you need and click to stim them to (near) death before they reach the end.  Then you could have a part near the end with lurkers that do 10 damage, ensuring the ones who are low enough on hp get killed off.  That's almost the same idea as 'clicking' them to death.  I'm sure you could come up with something similar.

Hell, that'd also involve some strategy too, since you would want to click the ones in the back first, since they'll start moving fast as soon as they're stimmed, while letting the ones up front remain unstimmed to slow the rest of the group down.  Since there are only a handful of units that have stim, you could have each level simply set their HP % a bit higher, or have more of them, or both.  And you'd also need to give them between players at random, or else have separate lanes for each player spawning units that belong to them... if you understand what I mean.
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Instead of lurkers doing 10 damage, why not just lurkers doing 1 dmg and having the terran infantry units start with a X1 hp (31, 41, 11, 21)
But yea that sounds great actually. You'd better make that before I do tongue.gif

What about recall?
Report, edit, etc...Posted by Tuxedo Templar on 2005-01-18 at 17:55:15
Problem with recall is it takes a moment to take effect, and retargetting it negates the previous one you cast (unless it's with another arbiter). Yeah, I suppose you could make some bizarro defense using recall similar to stim.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-01-18 at 18:52:53
Just use 4x speed. Things don't fire automatically, so you have to select a unit and click to fire.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-18 at 19:40:11
You still have to wait for unit cooldown. (although I suppose is really small at 4x speed)
Report, edit, etc...Posted by Chill on 2005-01-18 at 21:40:05
QUOTE(Tuxedo Templar @ Jan 18 2005, 04:56 PM)
Here's an idea: you COULD make a defense map with stimable terran infantry units you own being constantly (hyper triggers) ordered to the end, where you need and click to stim them to (near) death before they reach the end.  Then you could have a part near the end with lurkers that do 10 damage, ensuring the ones who are low enough on hp get killed off.  That's almost the same idea as 'clicking' them to death.  I'm sure you could come up with something similar.

Hell, that'd also involve some strategy too, since you would want to click the ones in the back first, since they'll start moving fast as soon as they're stimmed, while letting the ones up front remain unstimmed to slow the rest of the group down.  Since there are only a handful of units that have stim, you could have each level simply set their HP % a bit higher, or have more of them, or both.  And you'd also need to give them between players at random, or else have separate lanes for each player spawning units that belong to them... if you understand what I mean.
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That's a great idea, Tux.
Report, edit, etc...Posted by ShadowBrood on 2005-01-19 at 00:24:55
Sorry thi may be a little bit off topic but if you wanna do that go play WC3 disgust.gif . Sheep automatically have the effect on em but it takes like 100 clicks and I think it can be applied to other units.
Report, edit, etc...Posted by chuiu on 2005-01-19 at 00:31:30
Yeah you kinda are off topic. This is a starcraft site. tongue.gif
Report, edit, etc...Posted by Mr.Kirbycode774 on 2005-01-19 at 00:52:19
QUOTE(devilesk)
Trust no one, and carry a large fusion cutter

Hahaha... maybe you should make an SCV defense.

Theres already a beacon defense, a lockdown defense (guardians of the sky, stop bound), a templar defense by using psi storm... theres a lot of random defenses out there; there's probably almost as many defenses as there are bounds nowadays tongue.gif

QUOTE(Tuxedo_Templar)
Here's an idea: you COULD make a defense map with stimable terran infantry units you own being constantly (hyper triggers) ordered to the end, where you need and click to stim them to (near) death before they reach the end. Then you could have a part near the end with lurkers that do 10 damage, ensuring the ones who are low enough on hp get killed off. That's almost the same idea as 'clicking' them to death.
Good idea, but too bad theres only 4 units in the whole game that stim (marine, firebat, and hero forms). Hmm you could make a weird defense where you have to cloak all the units. And to make it hard you keep randomizing which type of ghost comes out so you can't do ctrl+right click on one and just press c. You have to click and drag... a lot. (>.<)
Also, to make it interesting, there are multiple checkpoints on the ghosts' trip to some place where they lose all energy and regain it so they uncloak, so you have to recloak them again while cloaking the ghosts back at the beginning. Just a thought. biggrin.gif
QUOTE(Tuxedo_Templar)
Problem with recall is it takes a moment to take effect, and retargetting it negates the previous one you cast (unless it's with another arbiter).
This actually isn't a bad idea. Most people I would think could handle with 2 or even 3 hotkeyed units and constantly switch between them. It's also convient that the hotkey for recall ® is close to the numbers 1, 2, and 3 (these usually are the hotkeyed numbers I would assume) so one hand can focus on moving the mouse and the other can change units and recall at the same time. The game wouldn't be as bizarre as you think. <(^.^)>

Edit: Wow.. you learn a new thing everyday; if you put R in () you get ®
Report, edit, etc...Posted by MapUnprotector on 2005-01-19 at 15:40:23
QUOTE(Mr.Kirbycode774 @ Jan 19 2005, 01:52 AM)
Good idea, but too bad theres only 4 units in the whole game that stim (marine, firebat, and hero forms).  Hmm you could make a weird defense where you have to cloak all the units.  And to make it hard you keep randomizing which type of ghost comes out so you can't do ctrl+right click on one and just press c.  You have to click and drag... a lot. (>.<)
Also, to make it interesting, there are multiple checkpoints on the ghosts' trip to some place where they lose all energy and regain it so they uncloak, so you have to recloak them again while cloaking the ghosts back at the beginning.  Just a thought. biggrin.gif
QUOTE(Tuxedo_Templar)
Problem with recall is it takes a moment to take effect, and retargetting it negates the previous one you cast (unless it's with another arbiter).
This actually isn't a bad idea. Most people I would think could handle with 2 or even 3 hotkeyed units and constantly switch between them. It's also convient that the hotkey for recall ® is close to the numbers 1, 2, and 3 (these usually are the hotkeyed numbers I would assume) so one hand can focus on moving the mouse and the other can change units and recall at the same time. The game wouldn't be as bizarre as you think. <(^.^)>

Edit: Wow.. you learn a new thing everyday; if you put R in () you get ®
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Lol I should make an ScV defense

and about the stimmable units, you could also use like a dswarm or unload system and whenever you cast it over a unit it will cut its hp, it would give the same effect as stimming, and you could have as you said before, a lurker at the end with like 1 attack to kill it.

For a lurker at the end a good format would be to have it on the end
over a location where if the unit reaches it without dying then it subtracts like
_______
O---------

the O is the lurker and the place where if the units reach then they lose a life, and the - represents the lurkers attack range.
Report, edit, etc...Posted by Chill on 2005-01-19 at 16:04:51
QUOTE
and about the stimmable units, you could also use like a dswarm or unload system and whenever you cast it over a unit it will cut its hp, it would give the same effect as stimming, and you could have as you said before, a lurker at the end with like 1 attack to kill it.

You mean like in Trigger Happy Defense? (thats what it was called right?)
Report, edit, etc...Posted by MapUnprotector on 2005-01-19 at 16:08:44
QUOTE(Chill @ Jan 19 2005, 05:04 PM)
You mean like in Trigger Happy Defense? (thats what it was called right?)
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yea but you could use the same unit and just reduce its hit points so that the lurker can finish it off before it reaches the end.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-19 at 16:39:27
QUOTE(ShadowBrood @ Jan 19 2005, 12:24 AM)
Sorry thi may be a little bit off topic but if you wanna do that go play WC3 disgust.gif .  Sheep automatically have the effect on em but it takes like 100 clicks and I think it can be applied to other units.
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WC3 has an if statement that allows you to detect if you've clicked the unit or not, also allowing you to subtract a variable amount of hp.

Reducing HP is harder than you think devilesk. Then if you do it like Trigger Happy Defense, it will be pretty much copying ermm.gif

So I guess, to wrap it all up, the few ways of doing this "click to death" would be
A) Stim-able units
B) Recall
C) Trigger Happy Defense style
D) Stop playing SC and make it for WC3 tongue.gif
Report, edit, etc...Posted by MapUnprotector on 2005-01-19 at 18:03:27
QUOTE(LegacyWeapon @ Jan 19 2005, 05:39 PM)
WC3 has an if statement that allows you to detect if you've clicked the unit or not, also allowing you to subtract a variable amount of hp.

Reducing HP is harder than you think devilesk. Then if you do it like Trigger Happy Defense, it will be pretty much copying  ermm.gif

So I guess, to wrap it all up, the few ways of doing this "click to death" would be
A) Stim-able units
B) Recall
C) Trigger Happy Defense style
D) Stop playing SC and make it for WC3 tongue.gif
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It wont be like trigger happy D cuz you dont change units once you click on them. And the player isnt directly killing them. Mostly it would be kewl to make this like the Arcade game we have here at SEN
Report, edit, etc...Posted by Tuxedo Templar on 2005-01-19 at 20:00:11
Uh oh, people besides me are getting a craving for weirdo maps. This won't end well!

*prepares self with an everlasting defensive matrix while under a dark swarm cloud within a bunker magically afflicted with a year-long stasis and disabled into cloaked state, WHILE a unit-max's worth of liftoff buildings are floated overhead to prevent direct targetting*
Report, edit, etc...Posted by MapUnprotector on 2005-01-19 at 20:08:11
QUOTE(Tuxedo Templar @ Jan 19 2005, 09:00 PM)
Uh oh, people besides me are getting a craving for weirdo maps.  This won't end well!

*prepares self with an everlasting defensive matrix while under a dark swarm cloud within a bunker magically afflicted with a year-long stasis and disabled into cloaked state, WHILE a unit-max's worth of liftoff buildings are floated overhead to prevent direct targetting*
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*uses restoration* *nukes* gfg
Report, edit, etc...Posted by Tuxedo Templar on 2005-01-19 at 21:06:10
Restore won't work with buildings blocking unit selection. Even with those gone, I'd survive the nukes until the bunker's destruction, and then recall away to somewhere else thereafter.
Report, edit, etc...Posted by MapUnprotector on 2005-01-19 at 21:35:22
QUOTE(Tuxedo Templar @ Jan 19 2005, 10:06 PM)
Restore won't work with buildings blocking unit selection.  Even with those gone, I'd survive the nukes until the bunker's destruction, and then recall away to somewhere else thereafter.
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*uses victory trigger* woot game over
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