Staredit Network

Staredit Network -> Concepts -> New Concept Found
Report, edit, etc...Posted by lll on 2006-02-07 at 21:27:15
Hey ppl,
I just figured this out. And I have been looking for a way to do this for about 2 days now and I have found it.

I had a problem: I had a ghost and I had a location following him. And I had a trig that when the ghost steped out of the following location the location would center again on him. But also with this I wanted a borrowed Lurker around him and could attack him. So keep moving the lurker under him wasnt a way cause the lurker couldnt attack anything and created lag for ghost. I used a comp for the lurker and P1 had the ghost. BUt when I moved around with the ghost the lurker would move and then pop up out of the ground and run back to the unit placment point or spawn point and I couldnt figure out a way for him to stay borrowed.

So really I needed a Lurker that wouldnt move and could attack.

The way I found was making comp8 actaully "Neutral player 8" and making a trigger saying that whatever unit was an enemy and "slot 8" should attack that unit.

Its pretty unbelievable that "neutral player" actaully means comp that cant move, but can attack.

Im posting this so that ppl k of this meathod. So if I could have had this 2 days earlier I would be loving the person that posted this.

Hope this helps someone out there
-Ocean
Report, edit, etc...Posted by LegacyWeapon on 2006-02-07 at 22:41:44
It's called the "SET ALLIANCE STATUS" action. It's not that new...
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-08 at 01:55:46
He just found a simple way for a lurker to be able to unburrow. Follow a ghost without lag. And make it attack the ghost if it moves. Very simple stuff.
Report, edit, etc...Posted by Rantent on 2006-02-08 at 02:49:45
If this is the cloak thing we were doing, I wouldn't recommend a lurker. It attacks with splash.

I haven't been doing much due to homework, but I've got the basic system down. wink.gif
Report, edit, etc...Posted by lll on 2006-02-08 at 14:06:11
Well ya I am using a lurker for a reason Rantant I have figured out another of our way to do it. I will be posting a new topic on Maps in production soon. (Within a day or to)

And finding this actaully not the simple. I have asked many ppl on bnet of how I might be able to do this and no one had a answer for me.

This meathod can be used for anyone that is struggleing with a unit that wont sit still or a comp that does something weird out of the blue. This can me helpful.
Report, edit, etc...Posted by Mr_Mooo_Cow(U) on 2006-02-08 at 15:04:04
QUOTE(lll @ Feb 7 2006, 09:27 PM)
Hey ppl,
I just figured this out.  And I have been looking for a way to do this for about 2 days now and I have found it.

I had a problem:  I had a ghost and I had a location following him.  And I had a trig that when the ghost steped out of the following location the location would center again on him.  But also with this I wanted a borrowed Lurker around him and could attack him.  So keep moving the lurker under him wasnt a way cause the lurker couldnt attack anything and created lag for ghost.  I used a comp for the lurker and P1 had the ghost.  BUt when I moved around with the ghost the lurker would move and then pop up out of the ground and run back to the unit placment point or spawn point and I couldnt figure out a way for him to stay borrowed.

So really I needed a Lurker that wouldnt move and could attack.

The way I found was making comp8 actaully "Neutral player 8" and making a trigger saying that whatever unit was an enemy and "slot 8" should attack that unit.

Its pretty unbelievable that "neutral player" actaully means comp that cant move, but can attack.

Im posting this so that ppl k of this meathod.  So if I could have had this 2 days earlier I would be loving the person that posted this.

Hope this helps someone out there
-Ocean
[right][snapback]422165[/snapback][/right]

1) You have to stop spazzing out about this, it is not new... (what LW said)
2) Thanks for mentioning me...(all the I's stand for Mr_Mooo_Cow right? tongue.gif)
Report, edit, etc...Posted by Rantent on 2006-02-08 at 19:22:54
Its a simple concept, but its being used for an entirely new purpose... Trust me. wink.gif
Report, edit, etc...Posted by lll on 2006-02-10 at 14:45:54
Haha mr moo and rantant
well yes an honorable mention should go to mr moo. And rantant one last thing, the reason I not using our other meathod is because I have tried ever combination of Zerg that might work. But nothing does. Or it does but doesnt work more then halk the time. Pretty gay. So I started trying this other meathod thats working pretty well. I will be done with it by tom or fri.

if your on Ill show u what I have came up with.

Haha thanks again Mr moo for a wild guess off the top of your head. haha

Quote from rantat
Its a simple concept, but its being used for an entirely new purpose... Trust me.
Haha Rantant ty ty my idea haha and yours

ADDITION:
Also a side note: I have just realized this. When a neutral unit is borrowed the unit walking over the borrowed nuetral unit does not slow down. The unit walking over does not slow down/lags.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-12 at 21:27:37
But its still the same concept therfor not new. The whole concept thread has basically died because there are extremely few new concepts left in starcraft.
Report, edit, etc...Posted by Azu on 2006-02-13 at 02:50:44

Trigger
Description:
Very very hard complicate concept trigger
Players:
¤ Player 8
Conditions:
¤ Always
Actions:
¤ Set alliance status for player 1 to: Enemy
¤ Comment: Super hard complex concept script that I somehow got to work WOOT i r leet

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