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Staredit Network -> UMS Assistance -> Hallucinations & Men?
Report, edit, etc...Posted by yoni45 on 2006-05-12 at 16:59:00
Do Hallucinations count as men for conditions?

ie, say i have a hallucination in a location, and a condition that says:

current player brings at least 1 men to location

does that satisfy the condition?

(also, when that hallucination runs out of energy, it doesn't count as a death, does it?)

edit:

in the case a hallucination doesnt satisfy that condition, whats a condition I can use to detect a hal?
Report, edit, etc...Posted by Corbo(MM) on 2006-05-12 at 17:11:58
Hallucinations do not fullfill the bring condition.
Report, edit, etc...Posted by yoni45 on 2006-05-12 at 17:19:32
QUOTE(Corbo(MM) @ May 12 2006, 03:11 PM)
Hallucinations do not fullfill the bring condition.
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So I thought...

edit:

in the case a hallucination doesnt satisfy that condition, whats a condition I can use to detect a hal? tongue.gif
Report, edit, etc...Posted by sharf on 2006-05-12 at 17:21:03
Im petty sure u cant detect hals
Report, edit, etc...Posted by Corbo(MM) on 2006-05-12 at 17:30:20
QUOTE(sharf @ May 12 2006, 03:20 PM)
Im petty sure u cant detect hals
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Indeed, once i did a research/test about how to detect them, you cannot detect them by direct triggers but i thought about a detection method in that date, let me go find that post or remember what i suggested
Report, edit, etc...Posted by yoni45 on 2006-05-12 at 17:40:05
QUOTE(Corbo(MM) @ May 12 2006, 03:29 PM)
Indeed, once i did a research/test about how to detect them, you cannot detect them by direct triggers but i thought about a detection method in that date, let me go find that post or remember what i suggested
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heh thanks, it'd greatly help happy.gif
Report, edit, etc...Posted by Marandule1 on 2006-05-12 at 17:46:57
I dont see why hals shoudlnt count since they are units in there own right without the unit you would not have the hal.
for a start the templar makes the hals soo its a unit.

Oo.Hennius.oO
Report, edit, etc...Posted by yoni45 on 2006-05-12 at 17:51:05
QUOTE(Marandule1 @ May 12 2006, 03:46 PM)
I dont see why hals shoudlnt count since they are units in there own right without the unit you would not have the hal.
for a start the templar makes the hals soo its a unit.

Oo.Hennius.oO
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To be honest, I remember testing this myself in the past... Interestingly, they will not activate conditions, but they will be affected by actions...

For example,

"if player brings at least 1 men to location 1"
"move all men for player at location 1 to location 2"

If you bring the hal, it won't fire, but as soon as you bring a real unit with the hal, it'll move both of them...
Report, edit, etc...Posted by Marandule1 on 2006-05-12 at 18:03:54
If you have already tested any unit that is order // moved must move it has no other option.
Report, edit, etc...Posted by Equality on 2006-05-12 at 18:06:47
QUOTE(Marandule1 @ May 12 2006, 04:46 PM)
I dont see why hals shoudlnt count since they are units in there own right without the unit you would not have the hal.
for a start the templar makes the hals soo its a unit.

Oo.Hennius.oO
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Umm, I disagree. Hallucinations can't damage other unit's hp and It will be gone in a matter of seconds without dying so it technically isnt a unit.
Report, edit, etc...Posted by Marandule1 on 2006-05-12 at 18:11:59
Try but simple fact a hal is a unit in its self soo...
Report, edit, etc...Posted by sharf on 2006-05-12 at 18:23:15
Hals are HALUCINATED units, they dont count as UNITS in cons/actions so in a way your right and in another your wrong Hennius


OFFTOPIC: WTH is up with ur sig/avatar?
Report, edit, etc...Posted by Corbo(MM) on 2006-05-12 at 18:30:49
QUOTE
I dont see why hals shoudlnt count since they are units in there own right without the unit you would not have the hal.
for a start the templar makes the hals soo its a unit.


No they are not units.

QUOTE(yoni45 @ May 12 2006, 03:39 PM)
heh thanks, it'd greatly help happy.gif
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As to this. i couldn't find the topic, But i remembered something i tested:

You can center locations on hallucinations
So you will need at least 2 locations and about 2 triggers if im not wrong.
Location1 = X
Location 2 = Y

Have a burrowed ling constantly being moved to location X
The trigger to that will be

+Always
-move 1 zergling(burrowed) to X from anywhere
-preserve trigger

the detecttion trigger will be:
Trigger 1.

+Always(or any other condition)
-Center location X on any(the unit that it's supposed to be hallucinated) at anywhere
-Center location Y on any(the unit that it's supposed to be hallucinated) at
anywhere
-Preserve trigger

Trigger 2.

+Player(the player who belong the burrowed zergling) brings at least 1 zergling to Y
-Actions here(you can set a switch)
-preserve trigger (if you want)

What we did here?
since locations can be centered on hallucinations we placed two locations in one of them there would be a burrowed zergling constantly moving to that location and the locations will always be centered to a determinated unit that it's supposed to be hallucinated so when the ling is detected on the second location (the one without the zergling) the trigger will fire, the ling is detected because it was on one location but it was brought to the second one when both locations were centered to the hallucination.
Report, edit, etc...Posted by Marandule1 on 2006-05-12 at 18:32:10
use the trigger as move all of anyunit for all players thats bascially the only way or you could try ai script using recall but make sure it recalls for the same computer.
Report, edit, etc...Posted by Kenoli on 2006-05-12 at 19:06:09
Hallucinated units are units. They do occupy a unit slot.
Trigger conditions do not work on them, actions do.

There are a few ways to detect hallucinated units. This way is probably the easiest:
Move a location to the unit, then create a unit at (or move a unit to) the location, use the bring condition to find if the new unit in the location.
Report, edit, etc...Posted by Equality on 2006-05-12 at 20:09:39
I'd have to disagree, hallucinated units are not units. They are an illusion of the real unit and they cant do anything but attack.
Report, edit, etc...Posted by yoni45 on 2006-05-12 at 20:39:12
does it really matter as to whether or not its a "unit"? If you really wanna go through with this though, u'd really have to define what you consider a unit first... Kenoli's breakdown seems most logical to me...

Either way though, thanks alot, centering should work happy.gif
Report, edit, etc...Posted by Kenoli on 2006-05-12 at 21:41:46
Making a trigger kill "All Units" kills them. They must be units! =P
Report, edit, etc...Posted by Corbo(MM) on 2006-05-12 at 21:45:45
Well
Units = Sprites
Hallucinations = Sprites!
so if Units = Sprites = Hallucinations then,
Hallucinations = Units!

i'd have to accept i was wrong tongue.gif
Report, edit, etc...Posted by Kenoli on 2006-05-12 at 21:48:38
Units = Sprites?! You're crazy! <:0
Report, edit, etc...Posted by Corbo(MM) on 2006-05-12 at 21:50:07
QUOTE(Kenoli @ May 12 2006, 07:48 PM)
Units = Sprites?! You're crazy! <:0
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it depends on what you call sprites...we're not gonna have a discussion about that you must call sprites just the doodads or what you place for terrain decoration but units are sprites tooif im not wrong and any modder would agree with me tongue.gif
Report, edit, etc...Posted by yoni45 on 2006-05-12 at 21:50:51
QUOTE(Corbo(MM) @ May 12 2006, 07:45 PM)
Well
Units = Sprites
Hallucinations = Sprites!
so if Units = Sprites = Hallucinations then,
Hallucinations = Units!

i'd have to accept i was wrong tongue.gif
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Just to play devil's advocate, just because a unit is a sprite, does not mean every sprite is a unit (just as a human may be a living being, but a living being may not necesarily be human)...

From there, your argument falls apart... *ah, starcraft philosophy* geek.gif
Report, edit, etc...Posted by Corbo(MM) on 2006-05-12 at 21:52:37
QUOTE(yoni45 @ May 12 2006, 07:50 PM)
Just to play devil's advocate, just because a unit is a sprite, does not mean every sprite is a unit (just as a human may be a living being, but a living being may not necesarily be human)...

From there, your argument falls apart... *ah, starcraft philosophy*  geek.gif
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what about you stop contradicting everything and just say thank you for solving this and close the topic ? tongue.gif
Report, edit, etc...Posted by yoni45 on 2006-05-12 at 21:55:48
QUOTE(Corbo(MM) @ May 12 2006, 07:52 PM)
what about you stop contradicting everything and just say thank you for solving this and close the topic ? tongue.gif
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I did happy.gif

QUOTE(Yoni45)
"Either way though, thanks alot, centering should work happy.gif"


But hey, if your logic is flawed, who am I NOT to point it out? tongue.gif
Report, edit, etc...Posted by Corbo(MM) on 2006-05-12 at 22:07:48
QUOTE(yoni45 @ May 12 2006, 07:55 PM)
I did  happy.gif

QUOTE(Yoni45)
"Either way though, thanks alot, centering should work happy.gif"


But hey, if your logic is flawed, who am I NOT to point it out? tongue.gif
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No...that's not what i meant....i just said that you should close it i don't care about if you said thanks or not, i know that deep inside you are happy.gif wink.gif
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