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Staredit Network -> UMS Assistance -> How do I kill my hallucinations?
Report, edit, etc...Posted by fm47 on 2005-12-10 at 02:27:37
How do I kill my hallucinations with triggers? Sorry for the noob question -_-
Report, edit, etc...Posted by Fwop_ on 2005-12-10 at 02:51:47
I'm pretty sure the kill unit action or kill units at location should work.
Report, edit, etc...Posted by fm47 on 2005-12-10 at 03:20:26
But wouldn't that kill my actual unit as well (The one hallucinated)?
Report, edit, etc...Posted by Subrosian on 2005-12-10 at 03:43:04
So you want to kill a bunch of hallucinations, but not the units?

Try these triggers:

Trigger
Conditions:
¤ Always.
¤ etc.
Actions:
¤ Give x Terran Ghost owned by Player x to Player 9 at Location x.
¤ Kill x Terran Ghost owned by Player x at Location x.
¤ Give x Terran Ghost owned by Player 9 to Player x at Location x.


instead of putting 'x', use your own input.
Report, edit, etc...Posted by fm47 on 2005-12-10 at 04:06:58
so i would have to have a player beyond 8, or a computer that must be on my side or against my enemy?
Report, edit, etc...Posted by Red2Blue on 2005-12-10 at 06:46:44
A hallucinated unit wont fulfill the bring unit to location condition. You can pinpoint a unit for killing if its a hallucination though, so Subrosian's example works.


QUOTE
so i would have to have a player beyond 8, or a computer that must be on my side or against my enemy?


In Subrosian's example, he gave the units away to another player before killing units at location. This way, only hallucinations are killed. The units are quickly given so that the real units aren't killed; hallucinations are not given (because they don't count as units); the hallucinations are then killed; before giving back the real units to you. It doesn't matter what computer it is given to (P1-8 though, I don't trust those 9 and up computers...). Of course, that kind of trigger should be triggered by some other event like moving a unit to a beacon or some conditional event. Giving the units constantly with a preserve trigger can get hasslesome..
Report, edit, etc...Posted by Kumano on 2005-12-10 at 06:56:57
I don't think setting energy works for killing hallucinations, I'm not sure how it could be pulled off but using any type of spell on a hallucination will kill them (even blinding them), other than that I can't really think of many ways to do this. Obviously it would depend on where you wanted this to happen to make it work.

Assuming you created the hallucinations you could simply make them for another computer player, but then the colours would be different. I think giving to player 9 keeps colour and everything, so you could create it in some corner of the map for the same computer as the normal ghost, give to player 9 and then move to the location where you wanted it.
Report, edit, etc...Posted by fm47 on 2005-12-10 at 12:00:13
Hm... this may take some plotting... because I don't want to accidentally kill or move my other units that run into the location... and I don't exactly have an extra computer to use. I have no idea how palyers 9+ work and like red2blue, slightly don't trust them...

*Runs off to think
Report, edit, etc...Posted by KABOOM on 2005-12-10 at 12:16:33
you should use pl12
Report, edit, etc...Posted by fm47 on 2005-12-10 at 13:28:26
bah, the past-player-8-players >< I dont know how to use them -_-
Report, edit, etc...Posted by I-X-King-X-I on 2005-12-10 at 14:29:16
QUOTE(Red2Blue @ Dec 10 2005, 05:46 AM)
hallucinations are not given (because they don't count as units);
[right][snapback]375562[/snapback][/right]

they can count if u use them in a special way

like on Never Ending Defense

( the one with the tradeback system added )

u can hallicinate ur units then put them to the very left and keep real one on the right and they were traded back for the money

so they arent really compleltly not units
Report, edit, etc...Posted by VizuaL on 2005-12-10 at 14:42:03
isnt there a unit properties trigger? check haullincations
Report, edit, etc...Posted by Kumano on 2005-12-10 at 15:43:46
He isn't having a problem with creating them, he's trying to kill the hallucinations without killing the actual one.
Report, edit, etc...Posted by fm47 on 2005-12-10 at 15:47:56
Well... I guess i'll set it to create hallucinations for unused computer that's my ally and my enemy's enemy so it would have the same effect for now... if someone has a better idea, I'm all ears (or eyes) smile.gif
Report, edit, etc...Posted by Doodan on 2005-12-12 at 00:49:29
I've experimented with hallucinations quite a bit, so let me see if I can help.

Question 1:
Which player controls the hallucinations? Is it human players/comps/or nuetrals?

Question 2:
Is this a one time event, or is it a recurring event in your map? There's a limit to how many hallucinations can be created w/triggers. I think its 64. Preserved create w/properties triggers count as 1.

Question 3:
Do you have any unused players in your map (that are not human/comp/neutral/rescuable)?

Question 4:
Under what circumstances should the hallucinations die? For instance, is it the sort of thing where the player can do something that will kill them, or is it supposed to be beyond the player's control?

Just be specific and I'll see what I can do.
Report, edit, etc...Posted by fm47 on 2005-12-12 at 04:41:13
Answer 1:
The human player does. In this case, Player 1.

Answer 2:
Conditions must be met for the hallucinations to be created. Other than that it's a reoccuring event.

Answer 3:
All the players in my map are used. I do not use player 9+ players.

Answer 4:
When the time runs out. They either die by damage or are die by time.

So far what I've done is create it for another computer that's my ally and my enemy's enemy, so it's the same effect.. but that sets restrictions to so many more things for that computer that I literally can't use it for much else.
Report, edit, etc...Posted by www.com.au on 2005-12-12 at 06:17:30
Or, use Subrosian's explanation.

Do you have 1 computer for hyper triggers?

If you made the trigger belong to Player 1, Create the hallucination, wait for x milliseconds, give all the units (the original units, using the action Give will only give the real units.)to the computer used for hyper triggers, kill all the hallucinations, then give them back.

That shouldnt effect the hyper triggers in anyway.

Using hyper triggers, you could give it to an enemy with no undesirable effect, as the giving would be pretty much instant. I dont think any ranged unit could attack in that time.
Report, edit, etc...Posted by Screwed on 2005-12-12 at 06:19:28
I was just wondering, would setting their energy to 0% work?
Report, edit, etc...Posted by www.com.au on 2005-12-12 at 06:52:39
Hmmm..

i cant see why it wouldnt. i thought you ment shields when i first read it.. but i get it now.

But if youre setting hallucinations to 0% energy, would u have to make it do that for normal ghost units or w/e as well? that would mean no spells.. which might not work to well. unless there is an independant spell system
Report, edit, etc...Posted by Diggidoyo on 2005-12-12 at 12:48:39
If you want the hallucinations do die at a certain time, then setting all the players units to 0% should kill them off (not sure if this works when they are pre-placed) then, if you immediatly (with hyper triggers) set the energy back to 100% (or w/e % u want) then other units like ghosts can still use their spells.
Report, edit, etc...Posted by Red2Blue on 2005-12-12 at 13:56:44
Setting unit energy for hallucinations to 0 will not work. Trust me, I tested.
Report, edit, etc...Posted by Doodan on 2005-12-12 at 14:44:33
It might be best if you try this (note: you NEED hyper triggers). Also, have a small location (1x1) that stays with the hero(s) solely for this purpose (if you already have locations that follow the for other reasons).

When the hallucinations are supposed to be killed by triggers, disable the defeat conditions that would cause you to lose if the hero dies (or whatever you've got going on), then give the hero or heroes to a nuetral player or allied comp, KILL ALL (hero) for player 1, then give the hero back to player 1 and reactivate the defeat conditions.

Let's say you have it like this:
Trigger
Description:
Defeat trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 commands at most 0 (hero)
¤ Switch A is set
Actions:
¤ End scenario in defeat for current player.


For the hallucination deaths to work, you would want to do this:
Trigger
Description:
Hallucination trick
Players:
¤ Player 1
Conditions:
¤ Event that activates trigger
Actions:
¤ Clear Switch A
¤ Give all (hero) owned by P1 at 'Hero Location' to P2(or ally)
¤ Kill all (hero) for P1
¤ Give all (hero) owned by P2 at 'Anywhere' to P1
¤ Set Switch A


I'm making assumptions about how you've designed the triggers, but this is how I would do it. The triggers run from top to bottom really quickly if you've got hyper triggers. If possible, you could change the color of the allied player to the same color as Player 1 (Using another program like guedit or something) so they wouldn't flash another color for a split second. I do that a lot in my maps to prevent the heroes from changing colors as I give them to different players.
Report, edit, etc...Posted by fm47 on 2005-12-13 at 02:06:30
Setting the energy to 0 doesn't work... at least when I tried it (unless I messed up somewhere). I still don't get the moving the unit around thing -_-
Report, edit, etc...Posted by Screwed on 2005-12-13 at 06:15:09
I haven't read every post, but I'm guessing that it works by giving all units (that are not halluncinations) to another player by running the give units action at a location because only non-halluncinated units can satisfy the action and be affected. So when all none halluncinated units are given away, you can run a kill units at location action for the original player, killing all the hallucinations. Then you can give those non-halluncinated units back to the original player. It can work effectively and fast under hyper triggers and in top to bottom order as others in the thread have suggested. It will hardly be noticable - you can even set the player the units were given to to the same colour as the original player owning the units so that people can't tell.
Report, edit, etc...Posted by Doodan on 2005-12-13 at 17:13:29
QUOTE(fm47 @ Dec 13 2005, 02:06 AM)
Setting the energy to 0 doesn't work... at least when I tried it (unless I messed up somewhere).  I still don't get the moving the unit around thing -_-
[right][snapback]377912[/snapback][/right]

In the actions list there's an action that says "move location" or something to that affect. What it does is actually MOVE the gray location boxes around. The action allows you to make the location stay on top of a certain unit in an area of your choosing. Just make sure you've got a preserve trigger in there or the location will only move onto the unit once and then go straight to the center of the map and stay there.
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