Staredit Network

Staredit Network -> UMS Assistance -> teleport
Report, edit, etc...Posted by Corbo(MM) on 2005-11-17 at 18:13:34
yea, basically the title describes everything but i was thinking about a teleporting system i thought about dark swarm and then moving a location to the dark swarm and then moving the unit to that location and remove the dark swarm that would probably be the best teleporting system but here is the thing my spell caster can't be a defiler and i don't want to mod it so the unit i want gets teleport
now i want you to give me your best ideas but with these condition
No random moving the unit
no using air units
no using vulture and for placing spider mines...lol?
no using air units to unload the unit

the triggers will be like a simple spellcasting system a unit in the mid of small location and when you move it(you are supposed to have it hotkey) the trigger fires now thanks in advance

ADDITION:
to get you thinking, the winning system will get 150 minerals biggrin.gif
Report, edit, etc...Posted by Voyager7456(MM) on 2005-11-17 at 18:14:40
You could use Disruption Webs. (Or does that violate the "No Air Units" rule?)

Report, edit, etc...Posted by Corbo(MM) on 2005-11-17 at 18:16:06
lol..yeah but we get to the same my spellcaster can't be a corsair
NEW CONDITION: my spellcaster is dark templar
Report, edit, etc...Posted by Ninebreaker on 2005-11-17 at 18:43:01
Well... not a very usefull way,


But you could always have 2 dts and morph em....

But that would lose your hotkey status...


QUESTION:
Where do u want to teleport to? The nearest town? Inn?
Report, edit, etc...Posted by BeeR_KeG on 2005-11-17 at 19:11:49
With such restrictions that you are placing, it's pretty hard to place an effective system.

I presume that the Darktemplar is just a spare unit that you have for this use. You could just have a location follow the Dark Templar and then by using some sort of a switch, much like a unit walking to a beacon or using dropship system to trigger the teleportataion. The main unit will then be moved to the location following the Dark Templar.

With those restrictions you placed it's pretty damn impossible to make an efficient teleport system, can you somehow do something about it?
Report, edit, etc...Posted by Corbo(MM) on 2005-11-17 at 22:39:24
QUOTE(BeeR_KeG @ Nov 17 2005, 06:11 PM)
With such restrictions that you are placing, it's pretty hard to place an effective system.

I presume that the Darktemplar is just a spare unit that you have for this use. You could just have a location follow the Dark Templar and then by using some sort of a switch, much like a unit walking to a beacon or using dropship system to trigger the teleportataion. The main unit will then be moved to the location following the Dark Templar.

With those restrictions you placed it's pretty damn impossible to make an efficient teleport system, can you somehow do something about it?
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nope, definitly not the dropship system i thought of it but its obsolete becuz you mean that when the spell is casted a dropship will appear and load the unit the just unload back....that would be like...-.- i don't know i guess that for now i'll just stick with the dark swarm system and leave my spell caster indefense when he runs out of mana (since defiler doesn't attack)
anyways i got to go for two weeks to europe i really want someone that provides me with a very super ultra mega Uber cool teleport system when i come back
btw the conditions still stand
Report, edit, etc...Posted by in_a_biskit on 2005-11-17 at 23:39:14
Wait, let me make sure I understand:

You want to make a spellcasting system that will allow you to teleport a unit from wherever it is to any place of your choice. The system you have in mind to cast the spell is simply to move a dark templar out of a location. The unit that you're teleporting is not the dark templar itself.

This is what I'm guessing:
  • You want to use a DT because that way other players can't see when you cast a spell
  • You don't want to use an air unit because it can't be restricted by terrain, so will let players roam all over the place with their 'spellcaster'
  • You were thinking of using a defiler instead of the DT, so that when you cast a dark swarm, you would teleport the main unit to the position of the dark swarm. You figured there would be a problem with this because either the defiler was too big for the small spellcasting area, or the range of a dark swarm isn't nearly big enough.
  • You thought of using an observer or other air unit to mark the position to teleport to (moving the DT would toggle the teleportation), but you didn't want to.
  • Or, if BeeR interprets you correctly, you are using the DT itself as the marker for the position to teleport to.

The basic idea, it seems, is that you want this:
Trigger
Conditions:
¤ Player brings {spellcaster unit} to {location1}, OR:
¤ Player commands at least one {spell}
Actions:
¤ Move {spellcaster unit} to {location0}
¤ Center location labeled {location2} on {spell target unit} owned by Player at "Anywhere"
¤ (possibly here also: Remove all {spell} for Player at {location2})
¤ Move all {main unit} for Player at "Anywhere" to {location2}
¤ Preserve trigger
And I think you're mainly looking for what to use as your "spell target unit" - the unit that marks where you'll be teleported to.

If you don't want to use an air unit, you can use ground units such as a DT as you suggest;
you can use a zerg unit, which can give you a burrow-to-teleport function (even cloak the unit if you want);
you can use a flag beacon (within the first ten game minutes);
you can try using a nydus canal (but you need creep everywhere);
you can use a 'virtual wall' technique to restrict the movement of an air unit;
you can try utilising an arbiter's recall ability.

P.S. By the way, BeeR's "dropship system" doesn't refer to giving the player a transport to move their unit around, he means a "dropship menu system", similar to the command system in MilleniumArmy's Basketball maps, except that the dropship is made stationary.
Report, edit, etc...Posted by Joshgt2 on 2005-11-17 at 23:47:06
You could have a hidden defier someplace and ping at that location to make the defier use the spell. The ping would make the defier appear for the spell to be able to use...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-11-18 at 02:58:24
Or you could cloak the defiler... Hmmm. Yes but this is possible with any two units. You need a unit to be casted or it wont work sorry.
Report, edit, etc...Posted by The_Shattered_moose on 2005-11-18 at 06:50:43
If you wanted to put a lot of work in, you could have 8 different directional teleportation spells, then use a mobile grid to teleport the unit in that direction.
Report, edit, etc...Posted by T-MaStAA on 2005-11-18 at 13:05:28
It would be hard because you cant tell whos dark swarm it is. Unless everybody is in their own personal space.
Report, edit, etc...Posted by Norm.gg on 2005-11-18 at 19:01:29
Center a large location around ur hero and let it follow him, get a unit that is cloaked to constantly move to the location around the hero, make a second location follow the cloaked unit.

Now move the cloaked unit to where u want to tele (anywhere in the big area around the hero) and some how initiate a teleporting spell (casting dark swarm, the [oldschool] civ on teh beacon?) and have the hero move to the location where the cloaked unit is happy.gif ezpk
Report, edit, etc...Posted by Syphon on 2005-11-18 at 22:31:36
My sexy teleportation method.


Trigger
Description:
Follow
Players:
¤ Any Player
Conditions:
¤ Always
Actions:
¤ Center Location Labeled "Teleport Marker" on all "<insert unit>" for player at anywhere
¤ preserve trigger



Trigger
Description:
Teleport
Players:
¤ Any Players
Conditions:
¤ <Does whatever is needed for teleport.>
Actions:
¤ Create 1 Arbiter at location "teleport end" for player
¤ Execute AI script "Cast Recall" at "Teleport Marker"
¤ Remove all arbiter for player
¤ preserve


Instant cool looking teleport between any two points on the map, just have to decide on the end area. And make sure you ahve no other arbiters.

And that recall is set free.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-20 at 10:50:08
QUOTE(Norm.gg @ Nov 18 2005, 04:01 PM)
Center a large location around ur hero and let it follow him, get a unit that is cloaked to constantly move to the location around the hero, make a second location follow the cloaked unit.

Now move the cloaked unit to where u want to tele (anywhere in the big area around the hero) and some how initiate a teleporting spell (casting dark swarm, the [oldschool] civ on teh beacon?) and have the hero move to the location where the cloaked unit is happy.gif ezpk
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Unless its an air unit following him, that would cause real problems when trying to move your guy around.
Report, edit, etc...Posted by Joshgt2 on 2005-11-20 at 23:00:01
QUOTE(Finrod_Felagund @ Nov 20 2005, 10:50 AM)
Unless its an air unit following him, that would cause real problems when trying to move your guy around.
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Then all you have to do is make one of the locations only for the ground...
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-22 at 19:29:37
No i said UNLESS its air, then you will have problems. So lets say you are a marine running around. And you have a dt that is moved around with you via triggers. If you are using the MOVE action, then chances are the dt will move in front of you when you are moving down and to the left. If you are using the ORDER action, then every time you try to turn around the dt is right in your face. That is what i meant. If its air, then it will just appear on top of you, big deal.
Report, edit, etc...Posted by Corbo(MM) on 2005-11-24 at 13:12:09
no, hey dont get mad im at a cyber coffee,
hmm the point is that i dont want to use another unit to appear like from nowhere and then move it and boom the hero gets teleported also the idea of no air units was the same not just the elevation restriction well i guess ill stick with dark swarm you still got 9 days to answer! keep thinking plz!

ADDITION:
the prize raises to 200...its that low because i have no money...damm random money ranting.gif
Report, edit, etc...Posted by Oo.Insane.oO on 2005-11-24 at 21:33:43
You could just have a burrowed zergling owned by someplayer you wont see have a location that follows it but the owner can see it and he casts it on it so it does whatever you wanted it to do
Report, edit, etc...Posted by I-X-King-X-I on 2005-11-24 at 21:44:45
i was gonna say have just a your little chooser move on the teleport beacon and teleport to and ob you control but i guess thats against the no air units thing..
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-25 at 01:59:28
I have an idea but its fairly far-fetched.

Okay...i was thinking. What if, you created a hallucination unit of something fast. You had it run around (with a location following it). then, when the energy for the hallucination runs out...then you move the unit there.

Now, i don't think that you can detect owning a hallucination so...if that doesn't work...i was thinking about doing it the same way. BUT, you have a timer that is equivilent to the energy of the hallucination. When the timer runs out, the hallucination dies, and wherever it was left, is where the teleport is.

The only problem with my method, is that its not instantaneous.

*Keep in mind the hallucinations are INVINCIBLE
Report, edit, etc...Posted by Corbo(MM) on 2005-11-25 at 14:28:51
although the hallucination is a pretty good idea, there is like no method to detect it i guess, im not even in my country and this cyber coffe machine doesnt have sc so i cant test tell me if you can center location on hallucination assuming that the unit you cast on is diferent(its not dt)
or either make that thing someone said about recall if it actually recalls the unit to the arbiter(although how would you create the arbiter where you want to be teleported..but anyways test that too tongue.gif )
thanks in advance
btw does dt have hallucination??
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-25 at 21:32:04
no you would create the unit via triggers. So...create unit with properties. But now that i think about it. Hallucinations don't count as units do they? So, would you be able to move a location to it...i don't think so...
Report, edit, etc...Posted by in_a_biskit on 2005-11-26 at 06:24:07
Actually, I think the problem is not that hallucinations aren't recognised as units by triggers, but that they're indistinguisable from the real units in terms of centering locations and removing units; so centering a location on a DT could center on either the real one or the hallucinated one.

What I reckon would look cool: When you cast teleport, a zergling pops up (unburrows) next to your DT (I gather that this is your main unit?) and gets cloaked (most reliable and convenient way is the arbitor-burrow trick I think). You have some time to move the zergling to wherever you want to teleport to. When the time is up, or when you burrow the zergling - whichever comes first - your DT gets teleported to the position of the zergling, which gets removed. cool1.gif

Would there be a problem with the fact that the zergling/whatever unit you're using can attack other units (especially since it's probably invincible)?
Report, edit, etc...Posted by Diggidoyo on 2005-11-26 at 06:43:10
I don't quite understand what you're trying to do, but reading throught posts the only thing I could think of that hasn't been said is:

Using a tank have a location that follows it and sieging it where you want the unit to teleport. Then have a trigger that sends the unit to the sieged tank. Only problem is the going to seige mode takes a little time. So another idea I had was is...


Using a hydra and evolving it to a lurker. Have the location follow the hydra and when the hydra turns into a lurker egg, have the hero teleport to the lurker egg. The good thing about this, is you can make a cool special effect with killing the egg and maybe larva or something to make it seem like the hero was IN the egg and he steps out.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-26 at 12:47:25
QUOTE(in_a_biskit @ Nov 26 2005, 03:24 AM)
Actually, I think the problem is not that hallucinations aren't recognised as units by triggers, but that they're indistinguisable from the real units in terms of centering locations and removing units; so centering a location on a DT could center on either the real one or the hallucinated one.
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If that is true,you would have to move the real one far of to the right of the map (so that you don't have loc problems). Or, you could make sure that the hallucination gets the loc and then instead of saying move location on dt @ anywhere you would say @ the same location.
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