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Staredit Network -> UMS Assistance -> Hello world of starcraft map making
Report, edit, etc...Posted by Bagheera on 2006-02-27 at 16:57:38
Hello, I have been playing starcraft for about 8 years off and on, and I just very recently (about a week) decided to go try to make a ums map. Well, apparently, starting with a complicated rpg/defense type map isn't exactly the easiest thing for beginners, and the map is full of bugs and glitches. After fiddling with it for a while, I just gave up, and am working on a new map now. Now a few newbie questions I have are: How do you create units as invisible that arn't normally? (if possible) Is there a way to do a certain amount of damage with a trigger? (as in "X" unit moves to "Y" location, do 50 hit points of damage to "Z" unit), not just a percentage. Also, is there a way to have it so that if a certain unit shoots, it can activate a trigger, (well more as in how, im reasonably sure they did this in zombie hotel) such as lowering a resource amount? And it can activate a trigger if a unit takes a certain amount of damage? Thanks in advance, and if anything is confusing or unclear, please let me know. This seems like a nice forum.
Report, edit, etc...Posted by Noober on 2006-02-27 at 18:00:54
I don't think it's possible to lower x amount of hp. The others, I don't know...

Btw, SC was made in '97, so you couldn't have been playing for 8 years tongue.gif.
Report, edit, etc...Posted by EcHo on 2006-02-27 at 18:02:41
The only way to create units as invisible that aren't normally is disabling them, but it only works for some units and the other units crashes you. And you cant change the physical damage by triggers. And a simple way of lowering the minerals or gas by killing is
Trigger
Description:
Resource deduction per kill
Players:
¤ Player
Conditions:
¤ Player scores atleast 1 kill score
Actions:
¤ Set kill score to 0
¤ Subtract x minerals or gas
¤ Preserve trigger

and for the trigger for when a unit takes a certain amount of damage, put some units under it. Lets say about 4. If the enemy kills 1, you do a trigger like it automatically heals it. So you do create 1 unit (burrowed)
And if it has 4 unit under it, it lets you have 100% HP, so if one dies then the HP is set to 75%. But the enemy has to ally your unit and not the unit below you so the unit below your unit has to be for a computer
Or look at the tutorial for a better one

And Noober know your math
1997+8 = 2005
Right now its 2006
and theres nothing about lowering HP
Report, edit, etc...Posted by fritfrat(U) on 2006-02-27 at 18:16:51
I bought starcraft when I was 9, and I'm 17 now. So ha.

Anyways, on topic, most of the stuff you want to do the editor was not designed to be capable for, and you will have to use more complex ideas that may seem overwhelming for a true beginner. Echo explains them pretty well, though. An arbitor can cloak units that are not normally cloaked, though smile.gif
Report, edit, etc...Posted by Corbo(MM) on 2006-02-27 at 18:30:17
off topic, all of you should get a girl and play less sc tongue.gif
on topic, the first one you can just disable units i have made it a lot easier for you so now you won't have to be testing out which units are going to crash since i made a list with the units you can disable Disable list
the second one the only thing i think its setting the percentage for a certain ammount for a unit hp
the third one about detecting attacks, not really attacks but you can detect dark swarms for defilers and distruption web for corsairs.
Report, edit, etc...Posted by Jmoney on 2006-02-27 at 18:35:28
QUOTE(Noober @ Feb 27 2006, 07:00 PM)
I don't think it's possible to lower  x amount of hp. The others, I don't know...

Btw, SC was made in '97, so you couldn't have been playing for 8 years tongue.gif.
[right][snapback]435832[/snapback][/right]


Wow someone can't subtract right. Hmm lets see. 2006 - 1997 = 9 years. So yea you get my point.
Report, edit, etc...Posted by Bagheera on 2006-02-27 at 18:38:10
Not that it means anything, but I do have a girlfriend. A rather nice one at that. But anyway, I'm confused about that disable list. Does that list say that I will be able to cloak a battlecruiser without trouble? Also, another question, is there a way to run a trigger to make a medic blind a certain unit? (sorry for so many questions pokey.gif ) Thanks for the help guys.
Report, edit, etc...Posted by Corbo(MM) on 2006-02-27 at 19:35:14
the girlfriend thing was obviously a joke tongue.gif
QUOTE(Powerful and all-mighty disable list)
3. (Moveable) Disable Enable Enable
Battlecruiser - 3

oh and the medic thing
QUOTE
- Optic Flare -
*To blind a unit at a location, move the unit you want blinded to a place where there is a medic with blind enabled and the medic has enough energy to use blind.
*Computer medics will blind enemy units with 81 hp or higher. Other guides for this trick may say high priority units, but some careful testing by certified individuals shows it to be precisely 81 hp or higher. The HP of the medic is unimportant. This has been tested with heroes, air units, etc. All units 81 hp or higher will be blinded.

and it was found in here
and if you have another question make sure to use this
Report, edit, etc...Posted by The_Shattered_moose on 2006-02-27 at 20:31:43
Bagheera, about your question regarding triggers to deal damage directly to a unit that enters a location-- it is possible, but only for a very limited number of units passing through the location at once. For a new mapper, this is likely slightly to complex to implement, but I have tried to explain it as fully as possible below the triggers.

Trigger
Description:
Damage--Teleport
Conditions:
¤ Foes brings at least 1 men to "trap"
¤ Foes brings exactly 0 any unit to "damagezone"
Actions:
¤ Move 1 men at "trap" for foes to "damagezone"
¤ Create 1 infested terran for player 8 at "damagezone"
¤ Preserve trigger

Trigger
Conditions:
¤ Player 8 brings exactly 0 infested terran to "damagezone"
¤ Foes bring at least 1 men to "damagezone"
Actions:
¤ Move 1 men at "damagezone" for foes to "trap"
¤ create 1 terran building (any that burn down will do) at "damagezone", apply properties: HP:1%
¤ Preserve trigger

Basically, what this trigger does is teleport an enemy unit that enters a "trap" location to an unused area on the map containing infested terrans, which will then attack the unit. The terran building being created at "damagezone" allows for a cooldown on the trap, as the trigger to begin the damage sequence will not begin until after the building burns down, as the condition "brings 0 any unit to "damagezone"" is not satisfied until the building burns down.
Limitations:
¤ This method will only work for small numbers of units passing through the location
¤ For each seperate trap, you will either need a seperate damage area, or need to have all the traps sharing a damage area, which would dramitically increase the responsivity of the "trap"
¤Units will dissapear momentarily from the map, leading to confusion. (This may be masked by creating an explosion where the unit vanished, to conceal the fact that it is gone)
Hopefully this is helpful.
Report, edit, etc...Posted by Urmom(U) on 2006-02-27 at 20:56:28
Or you could use the virtual HP method and calculate life by a system of death counts. It isn't very practical for a large amount of units.

http://www.staredit.net/index.php?tutorial=74
Don't forget about the tutorials database. http://www.staredit.net/?act=tutorials
If the tutorial on Virtual HP isn't clear enough I can repost with more detail.
Report, edit, etc...Posted by EcHo on 2006-02-27 at 21:02:52
err nvm....
I feel stupid now
Report, edit, etc...Posted by Mr.Sbarro on 2006-02-27 at 23:11:11
If your unit wasn't going to take any damage in any other manner, you could set up a system of triggers where when the unit is replaced by another unit that is standing by with the reduced HP, similar to The_Shattered_moose's method. This would remove the need for the unit to dissapear (I believe).
Report, edit, etc...Posted by The_Shattered_moose on 2006-03-01 at 17:37:26
However, that system would not work, as it would do the same thing as just using a "set HP" trigger, there wouldn't be any way to know how much life the units passing through the trap had before it hit them, therefor creating a new unit with a set amount of health does no good.
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