There is also the concept where you could have up to 10 individual sections at the top / bottem of the map where you hotkey units. Then when you want to use that certain function (Say launch a missile at player 5) You'd click on 5 and click just about anwhere on the map.
QUOTE(Surtur @ Aug 3 2004, 03:32 AM)
There is also the concept where you could have up to 10 individual sections at the top / bottem of the map where you hotkey units. Then when you want to use that certain function (Say launch a missile at player 5) You'd click on 5 and click just about anwhere on the map.
Yeah, if you can afford 10 locations, 10 units, and 10 hotkeys.
Another Way: It might be longer but for other people who doesnt understand it listen to this:
Make some land using starforge. Then put units on the land like a Marine. Then you put down a becon so where your Marine goes to, to activate the spell.
Example:
Maybe you name your marine - Spin Kick then once your in the map you bring the marine to the becon. but it requires gas or minerals. then it center views on your main unit that you want the spell to be used on then maybe like make a location that is a little bigger then the main unit and maybe the spin kick kills them or something or how ever u want it
Edit: Maybe later ill give a map for example but now i cant im about to leave
You could also use them in a different way for landing, or lifted. To do this, you'd simply modify the Location.
Edit: there are 2 downsides, however. You have a limited selection of spells (Terran Lifting Buildings). Or it takes up too much space.
Building:
-Has up to 6 options(5 units and lift).
-Can use hotkeys to control.
-Doesn't display names when you move mouse over it.
-Loses hotkey after lift(but ONLY if you were to remove it).
Dropship:
-Has up to 8 options.
-Can only click on unit icons to use.
-Displays names so user knows what is what.
-When units enter the dropship again they may not be in the correct order you want them to be and reloading every unit will take longer than using a building.
I'd say depending on the situation, one would be better than the other. For a spellcasting system you would use the dropship. For a relative movement system you would use a building.
Dabbu discovered that you can use the same unit for 8 diferent slots in a dropship =)
How would that work? If it's all the same unit you can't really have different options...
QUOTE(Clokr_ @ Aug 4 2004, 06:37 PM)
Dabbu discovered that you can use the same unit for 8 diferent slots in a dropship =)
You mean, have 8 of the same unit? I think we already knew that.
But I think you mean something else. Could you elaborate anyways?
If the dropship being hotkeyed isn't important, you could assemble several ahead of time for a computer and then just replace the human's and restock a new one every time they cast a spell.
Do units add to the sprite count while they're in a dropship? I know through testing that you can't attack when you hit the sprite limit hard enough, because the buttons stop working, so I don't see why unloading would be different. (sprites = doodad tops, units, buildings, attack animations, etc)
Basically all except the "resource depot" buildings (gateway, robotics facility, stargate, barracks, factory, starport, and the hatchery) have 3 units that can be built arranged like 1 | 2 | 3 so I don't think it would be too hard to name the building something like "Fireball|Heal|Deathsplosion" so the player has a handy reference. You still might mention it, but it would make sense so they could check it easily. This would give you up to 21 spells, or 12 if you don't want it to be possible for them to lift off. Not bad for 9 units (or 6). It's as good as a dropship with twice the capacity.
Just a note: You can create a basically infinite number of larva by moving them away from hatcheries with a trigger, and then preserving it so as soon as they walk back to it (which they do automatically) they get moved again, creating a stream leading to the hatchery from a location. The hatchery respawns larva if it doesn't "own" 3, and they don't count if they're too far away. You could have some sort of thing where as soon as there were 20 or so larva it would stop moving them, and then they would all go back around the hatchery until the player used some.
QUOTE(eXile5 @ Aug 4 2004, 09:58 PM)
QUOTE(Clokr_ @ Aug 4 2004, 06:37 PM)
Dabbu discovered that you can use the same unit for 8 diferent slots in a dropship =)
You mean, have 8 of the same unit? I think we already knew that.
But I think you mean something else. Could you elaborate anyways?
I mean for a menu, have 8 of the same unit and a trigger can detect wich of the 8 units you dropped
..thats impossible. unless you have 8 different dropships too! unless there is something you know that I don't know. tell me tell me!!!
QUOTE(CheeZe(U) @ Aug 5 2004, 09:24 AM)
..thats impossible. unless you have 8 different dropships too! unless there is something you know that I don't know. tell me tell me!!!
It is possible, I saw it and it is another of Dabbu's über tricks, I'll let Dabbu release it
(yeah, I saw a dropship with 8 scvs and when you dropped them it says "Option 1" or "Option 8" and it works!!!!)
Wow that's quite amazing.... oO
But impossible untill I see it.
I know how!
(exploading with happiness!)
if it involves hp detecting, that takes too long
otherwise i can't think of anyway
so I say: impossible!!!!!!!!!!! until you give me teh map ..
Different player SCVs? That's all I can think of. Forgot if that even works, though (inside the transport, I mean). Dunno why you'd want to do that though since you can't individually label 8 different units (though maybe 2 or 3 with stereo... I mean MY method (see The Club if you don't believe me)). :ph34r:
Anyone figure out what determines the order of units in a transport? I can only think of size and chronological order (the time in which they were loaded), but there seems to be something more. Maybe rank or unit ID or something?
Edit- Damnit, I always keep thinking its clokr double posting when I see two of those damn kiwi/lime (liwi? kime?) avatars one after the other. At least put some kind of distinguishing mark on them or something.
i think that having different hp levels would be the only way... in which cause you would have memorize the damage level of each person and if your not allied with a person i dont think you can load them up into ur dropship.... o btw tux, some newb on uswest made an acct called Tuxedo_templar with an underscore and is calling himself you, red2blue, softwarewolf... neways goodluck for a&o and i hope its awesome
gasp! if tux can't figure it out, it must be impossible, therefore it is impossible.
No trust me, there's a lot of stuff possible that I still don't yet know about with SC (though nothing tremendously useful I'm beginning to find). I may be the world's leading expert of trigger knowledge, but I'm not the forefront of the latest tricks and stuff. I do maps, not tricks. Maybe tricks in maps, but not maps of tricks (or at least not any more).
Mmmm... this is all so interesting...
QUOTE(Tuxedo Templar @ Aug 5 2004, 02:11 PM)
Edit- Damnit, I always keep thinking its clokr double posting when I see two of those damn kiwi/lime (liwi? kime?) avatars one after the other. At least put some kind of distinguishing mark on them or something.
ROFL, his text is green, mine is purple, are you color-blinded?
Anyway, I gave a really big hint in my post.
Are you saying the trigger detects the position the unit is in within the dropship, or it can identify the same unit no matter where it goes in the dropship?
The only possible way I can imagine is to give the units to P1-8 (or beyond?) when they're loaded inside the transports, as there is NO other possible way to tell them apart that I'm aware of. That's assuming that is even possible.
QUOTE(Tuxedo Templar @ Aug 6 2004, 12:01 PM)
The only possible way I can imagine is to give the units to P1-8 (or beyond?) when they're loaded inside the transports, as there is NO other possible way to tell them apart that I'm aware of. That's assuming that is even possible.
you can't do that, the game can't find the unit when it's in the dropship (it's *sort of* like a map revealer, it can be removed but not killed)
the other way is hp detecting, but that takes too long...
Not sure this is exactly related, but you can also remove scanner sweeps, except they're not in any location so you have to just use the "remove units" trigger. Basically it means they reveal the area but it doesn't stay "visible" for any time really, except like the usual unit removal visibility.