Staredit Network

Staredit Network -> Concepts -> EUDs "Perfect" Ammo System
Report, edit, etc...Posted by Kumano on 2005-12-13 at 07:38:24
So far the only program I found that lists them in that way, is SCMToolkit (look in outdated programs)
Report, edit, etc...Posted by Gigins on 2005-12-13 at 12:53:22
So it won't work for units made through triggers cry.gif ?
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2005-12-13 at 16:10:34
QUOTE(DEAD @ Dec 13 2005, 12:53 PM)
So it won't work for units made through triggers cry.gif ?
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It will if you can predict what slot on the unit table that unit will fall in...
Report, edit, etc...Posted by Gigins on 2005-12-13 at 16:17:49
Does unit type matter?
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2005-12-13 at 16:22:30
[attachmentid=17047]No, only the unit offset aka unit ID. If this helps at all... see my attachment for a program that will tell you the unit ID of the unit you have selected in-game...

Final Edit : I updated it for patch 1.13f it now correctly displays unit offset in hex, and displays unit table number without errors. To use make a game, select unit, it will print the information on your screen. (Smaller file size tongue.gif more efficient wink.gif)
Report, edit, etc...Posted by Gigins on 2005-12-13 at 16:28:49
So if I have a map with like 10 buildings(I place them first)
And like 40 different units can die spawn any time(like a teamplay CTF map)

I make triggers from 11-50 unit ID and it will work all the time?
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2005-12-13 at 16:33:10
The problem with that is... If you do not know what exact place the targeted unit(s) will fall in... your idea is to just use a batch of triggers to run through a range of units ("11-50") , but you won't know what units are in there so you would just be doing things blindly.
Report, edit, etc...Posted by Gigins on 2005-12-13 at 16:38:06
Well, I see no other way how to use this in map where shooting units can die...
Report, edit, etc...Posted by Voyager7456(MM) on 2005-12-13 at 18:01:50
You can implement it in maps like RPGs, where the hero is preplaced, and if it dies, it doesn't matter because it's Game Over anyway.
Report, edit, etc...Posted by Gigins on 2005-12-13 at 18:29:25
And I had such a good idea thumbdown.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-12-13 at 19:09:00
You can always respawn them in the order that they originally were (or if nothing else has been touched, then just respawn them like normal).
Report, edit, etc...Posted by Syphon on 2005-12-13 at 19:11:57
QUOTE(DEAD @ Dec 13 2005, 06:29 PM)
And I had such a good idea thumbdown.gif
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You could always preplace the units and just move them.
Report, edit, etc...Posted by LegacyWeapon on 2005-12-13 at 19:19:50
The idea is to make sure that the unit slots are always refilled in their same order. Syphon's idea would result in making multiple EUD triggers and perhaps a lot more work.

Slot 1 - Marine
Slot 2 - Ghost
Slot 3 - Goliath

So the Marine dies.

Slot 1 - Blank
Slot 2 - Ghost
Slot 3 - Goliath

You spawn another Marine

Slot 1 - Marine
Slot 2 - Ghost
Slot 3 - Goliath

The only problem is when both a Marine and a Ghost die, you will need to make sure the trigger order is Marine before Ghost before Goliath.

Then it should work pretty perfectly.
Report, edit, etc...Posted by Gigins on 2005-12-13 at 19:27:02
Can't it be made so it count's down shots for any unit who it spawned by that ID?
Report, edit, etc...Posted by Urmom(U) on 2005-12-13 at 20:57:02
I don't get the exact formula here. In Uber@tion, how do I figure out what numbers to type in?
Report, edit, etc...Posted by LegacyWeapon on 2005-12-13 at 22:19:21
QUOTE(urmom @ Dec 13 2005, 08:57 PM)
I don't get the exact formula here.  In Uber@tion, how do I figure out what numbers to type in?
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Read the first post. If you still don't get it, post again tongue.gif

QUOTE(DEAD @ Dec 13 2005, 07:27 PM)
Can't it be made so it count's down shots for any unit who it spawned by that ID?
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Yes. That's exactly what it's doing now.

Slot 1 - Marine
Slot 2 - Something else
Slot 3 - Something else

If you wanted to change weapons or whatever, you just go "Remove 1 Marine, Create 1 Ghost"
You wouldn't need to worry about it messing up the slot order because triggers don't let anything happen in-between actions (at least I'm pretty sure of this).

It'd end up like:

Slot 1 - Ghost
Slot 2 - Something else
Slot 3 - Something else
Report, edit, etc...Posted by Dr.Shotgun on 2005-12-13 at 22:52:34
If we delete units in a map, does it dlete their unit table entries?

I.E, if i placed a ling, delted it, and placed a hydra, would the hydra be Unit #1?
Report, edit, etc...Posted by LegacyWeapon on 2005-12-13 at 22:55:26
I would think so. I'd use SCMToolkit to check.
Report, edit, etc...Posted by Joshgt2 on 2005-12-14 at 05:12:59
I don't want to interupt if I am sorry... dontgetit.gif but you said before that as long as the units followed in the exact order then everything should run perfectly. I don't know if you were saying that the design of a trigger to that would be pretty hard or easy but DEAD if you need help on a trigger like that I think I could help you out a little. Once again sorry if I interopted.
Report, edit, etc...Posted by Gigins on 2005-12-14 at 13:59:20
QUOTE(Joshgt2 @ Dec 14 2005, 01:12 PM)
I don't want to interupt if I am sorry... dontgetit.gif but you said before that as long as the units followed in the exact order then everything should run perfectly. I don't know if you were saying that the design of a trigger to that would be pretty hard or easy but DEAD if you need help on a trigger like that I think I could help you out a little. Once again sorry if I interopted.
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No offence, but help with what?

Anyway Legacy, would it work if a unit by the same ID is spawned for different player? How to detect for which player unit spawned? Is there EUD condition for that?
Report, edit, etc...Posted by LegacyWeapon on 2005-12-14 at 17:47:36
QUOTE(DEAD @ Dec 14 2005, 01:59 PM)
No offence, but help with what?

Anyway Legacy, would it work if a unit by the same ID is spawned for different player? How to detect for which player unit spawned? Is there EUD condition for that?
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It doesn't matter what unit is there. It doesn't matter who owns it or what effects it has on it. It will detect cooldown all the same.

There is no EUD conditions for Player owner or Unit type yet (at least I don't think so).
Report, edit, etc...Posted by Gigins on 2005-12-14 at 17:51:06
Any idea how to make it?
  • Units can spawn for player 1-8
  • Possible ID range 10-50
  • Any ground unit

How to make it, so ammo is subtracted for the right player?
Report, edit, etc...Posted by Urmom(U) on 2005-12-14 at 17:53:46
Ok, tell me if I'm wrong, but say I wanted to do it for the 5th unit placed. I would do 65536 multiplied by 5? Would that be it?

Or would it be (65536*5)*3?
Report, edit, etc...Posted by Red2Blue on 2005-12-14 at 18:08:36
I hate that idea, how you can only impement the triggers for only certain unit slots, and you have to "refill" those slots with spawned units. But yea, that's pretty much cool.
Report, edit, etc...Posted by LegacyWeapon on 2005-12-14 at 22:06:14
QUOTE(urmom @ Dec 14 2005, 05:53 PM)
Ok, tell me if I'm wrong, but say I wanted to do it for the 5th unit placed.  I would do 65536 multiplied by 5?  Would that be it?

Or would it be (65536*5)*3?
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It would be 65536 * 3 for every single unit. You change the unit placed in another option...
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