Staredit Network

Staredit Network -> UMS Assistance -> Bring unit condition
Report, edit, etc...Posted by Azu on 2006-02-13 at 06:02:50
Yah! It works now! Thanks.
Report, edit, etc...Posted by Kumano on 2006-02-13 at 07:16:26
Well, to make it detect that the wraith is disabled, have a switch that is set, and for everything that needs to detect that it is disabled would detect if the switch is set and the wraith is there, also whenever it would be enabled you would have to clear the switch again. So like this:

Player brings at exactly 0 wraiths to location wraith with disabled doodad state

Create 1 wraith for current player at location wraith
Disable doodad state for all wraiths at location wraith for current player
Set Switch 1
Preserve


Player brings at least 1 wraith to location recall-zone
Switch 1 is set
Player has at least 1 mineral

Enable doodad state for 1 wraith at location recall-zone
Clear Switch 1
Remove 1 mineral for player
Preserve

Player brings at least 1 wraith to location recall-zone
Switch 1 is set
Player has exactly 0 minerals

And the last one I'm not quite sure how to do, because I'm not sure how it would tell the difference between a normal and a disabled wraith in that one. Since I'm assuming they get recalled though, you could have triggers like:

Player has exactly 0 minerals

Modify unit energy for arbiter to 0%
Preserve Trigger

Player has At Least 1 minerals

Modify unit energy for arbiter to 100%
Preserve Trigger

And have recall cost energy, so if they have no minerals they just couldn't recall, although that can obviously have some annoying side effects depending on a lot of things in the map.
Report, edit, etc...Posted by Azu on 2006-02-13 at 07:28:56
Yah! It works now! Thanks.
Report, edit, etc...Posted by Kumano on 2006-02-13 at 08:25:05
Actually, when you think about it you could really remove 1 wraith and enable doodad state there again and clear the switch, if it removes the one that is disabled nothing happens, and if it removes the wrong one then the disabled one gets enabled anyway so nothing happens still.
Report, edit, etc...Posted by Azu on 2006-02-13 at 08:27:40
Yah! It works now! Thanks.
Report, edit, etc...Posted by Demaris on 2006-02-13 at 09:31:23

Have a burrowed zergling to denote wether the unit is disabled or not. just create it in the space. There is no way to just detect wether a unit is disabled or not.
Report, edit, etc...Posted by Azu on 2006-02-13 at 10:37:05
Crap.

It won't even let me recall disabled doodad units.

And even worse, some of the units (Not sure which) are crashing when I disable them.. everything is going wrong x_x

Uh.. burrowed ling? You mean like have the units not disabled, have them belong to computer player, have a burrowed lings next to them, one belonging to each player, and if current players doesn't have a ling at the unit, and does have enough minerals, then center location on the persons arbiter, move the ling back to the location, and create one of the desired units for the player, and subtract the minerals?

Can recall burrowed units? I know can't recall invincible.. can recall burrowed? O.o

ADDITION:
If so then that could work! biggrin.gif

ADDITION:
No wait the lings would get attacked by the units.. omg owned ;(
Report, edit, etc...Posted by Demaris on 2006-02-13 at 10:38:07

You can't recall burrowed.

All zerg units crash when disabled. Most protoss (I think all) crash when disabled.

Have a zergling next to the ground units and under the air units. (Not burrowed).

Then they could still recall to buy.
Report, edit, etc...Posted by Azu on 2006-02-13 at 10:43:50
Yah! It works now! Thanks.
Report, edit, etc...Posted by Demaris on 2006-02-13 at 10:46:13

In the selection area, give all the units to p12.

They wont move, or attack.
Report, edit, etc...Posted by Azu on 2006-02-13 at 10:55:28
Yah! It works now! Thanks.

LW: I like minerals too but that doesn't you mean you need to spam.
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