Staredit Network

Staredit Network -> UMS Assistance -> Flashbang grenade
Report, edit, etc...Posted by CheatEnabled on 2006-11-07 at 10:54:58
I'm not sure if this should go to the idea forum, the concepts forum, or here, but anyways, I got a question.
For Exile (that's my current map), I'm making a flashbang grenade. I thought of ways to create the blinding effect, but I can't really find a way. I thought of creating and killing lots of hallucinations and creating medics using blind on units underneath, but I'm not sure it will look any good. Suggestions?
Report, edit, etc...Posted by Ichi on 2006-11-07 at 11:01:59

Trigger
Description:
Got Blind
Players:
¤ The Player
Conditions:
¤ Got blind condition
¤ ...
Actions:
¤ SetDeaths(P8, Academy, SetTo, blind_time);
¤ ...



Trigger
Description:
Flashbang
Players:
¤ The Player
Conditions:
¤ Deaths(P8, AtLeast, 1, Academy);
Actions:
¤ CenterView(somewhere_black);
¤ SetDeaths(P8, Academy, Subtract, 1);
¤ PreserveTrigger();



Report, edit, etc...Posted by Oo.Insane.oO on 2006-11-07 at 11:22:31
You could just have a medic off to the side somewhere you dont go and when one is used you can move the unit have it get blinded and move it back when an explosion is going so you dont notice or something... Yeah its pretty much your idea but it seems like it would be ok
Report, edit, etc...Posted by CheatEnabled on 2006-11-07 at 12:03:40
Ichi's way would work, but only for the human player. I need it to work for the computer too.

Lakai's way would work, but it would have to do one unit at the time.
Report, edit, etc...Posted by Ichi on 2006-11-07 at 12:54:35
if he cant hit when blind just put SetAllianceStatus(Player, Ally);
Report, edit, etc...Posted by DooM77 on 2006-11-07 at 14:11:46
It would be hard to get all units at location blind (they would need to be moved to the place with medics and bringed back each other to its original location after a while). But giving it to non-agressive for specified time should work fine too.
Report, edit, etc...Posted by Falkoner on 2006-11-08 at 01:39:37
Problem with using a medic to blind is that the medic would blind the same one repetedly(don't make fun of my spelling) and you can't detect which ones are already blinded to move them to a secluded area with the medic.
Report, edit, etc...Posted by Ichi on 2006-11-08 at 08:30:52
QUOTE(Falkoner @ Nov 8 2006, 01:39 AM)
Problem with using a medic to blind is that the medic would blind the same one repetedly(don't make fun of my spelling) and you can't detect which ones are already blinded to move them to a secluded area with the medic.
[right][snapback]585537[/snapback][/right]


Thats true, but you could make each unit teleport to a diferent location... It's possible but a pain
Report, edit, etc...Posted by spinesheath on 2006-11-08 at 10:07:10
Well, at least a computer controlled med won't blind an already blinded unit - that is: I never saw it wink.gif

My suggestion is the following (requires some work, though): Instead of bringing the units to the medics, bring the medics to the units. Move a good bunch of medics to the location where the grenade explodes and keep them there for a while. Of course there are some backdraws:
Medics could blind units are not meant to. You have to select alliance statuses wisely for that.
The most obvious backdraw (literally) is that you can see some medics. Solution:
- hide them below hallucination smoke
- cloak them somehow (you could create some permanently cloaked medics at the beginning of the game, or use arbiters in some way)

The second method is of course quite much work and maybe overkill...
Report, edit, etc...Posted by FlareonFurry on 2006-11-08 at 19:42:34
How does one go about cloaking terran units?
I only ever learned how to cloak zerglings...
Report, edit, etc...Posted by spinesheath on 2006-11-09 at 02:15:08
Pretty much the same way? Basically all units can be cloaked.

But I don't know if it actually works for Medics, some units are said to crash SC. I doubt the Medic does, though.
Report, edit, etc...Posted by Drust on 2006-11-09 at 05:42:44
disable enable order to move to a unwalkable place.
Report, edit, etc...Posted by Tuxedo Templar on 2006-11-09 at 06:22:42
How about just treat it like a stun grenade and freeze the unit? You'll never get SC's vision system to cooperate, and making exploders to block view will look weird (though that could be another option).
Report, edit, etc...Posted by Zeratul_101 on 2006-11-09 at 10:41:50
to expand tux's idea, you could try 'shaking' the screen violently too. that should disorientate you.
Report, edit, etc...Posted by Lord-Omega on 2006-11-09 at 10:56:48
This might work depending on how many ppl you have playing the map


Trigger
Description:
GO Bling
Players:
¤ Player
Conditions:
¤ Bling condition
¤ ...Ect.
Actions:
¤ Give all units owned by player 1 to player 9
¤ wait 10000 miliseconds
¤ give all units owned by player 9 to player 1
¤ (if condition is a switch) Clear blind
¤ Preserve Trigger

Report, edit, etc...Posted by Azu on 2006-11-13 at 08:45:41
Why not just run ai script turn off shared vision with self (and turn back on after a while) ?
Report, edit, etc...Posted by Lord-Omega on 2006-11-13 at 10:30:39
yea, that would work perfectly, cant believe i didnt think off that, lol
Report, edit, etc...Posted by mugen on 2006-11-13 at 11:47:29
Yea its true but it takes a while to blind, since it wont atk you could ally while blind then it would work better...
Report, edit, etc...Posted by Azu on 2006-11-13 at 11:54:30
Or have the flashbang make it's user invincible for it's duration..
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