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Staredit Network -> UMS Assistance -> 3 questions
Report, edit, etc...Posted by payne on 2006-12-28 at 03:09:46
1st : How do I detect that an unit is burrowed and if he is, how to I make that he unburrow immediately?

2nd : How can I make a gun system that count the number of bullets that are utilised... counting REAL shots, and not only kills, and also air shot (that would count as 1 bullet also!) ?

3rd : What is the trigger to stop a unit completely for a certain amount of time?

Thanks all!
Report, edit, etc...Posted by Heegu on 2006-12-28 at 03:20:22
1. http://www.staredit.net/index.php?tutorial=236

3. Make the unit constantly teleport on unwalkable terrain. For air units make a place with alot of lifted buildings and teleport there. Use hypers.
Report, edit, etc...Posted by xmrxsiegecopx on 2006-12-28 at 04:20:40
2. With spells and non-unit attacks: Can be done easily by subtracting an "ammunition counter" when the spell is cast.

With primary unit attacks: Extremely hard to do without EUDs. The only way you could possibly do this is if you use the Kill Score/Kills to Cash Perfect method in conjunction with an ammunition system. Most other methods are too impractical to put to good use.
Report, edit, etc...Posted by payne on 2006-12-28 at 05:38:34
EUD?
Report, edit, etc...Posted by xmrxsiegecopx on 2006-12-28 at 05:45:48
EUDs (Extended Unit Deaths) are internal values in StarCraft's memory and are used to create mod-like effects via buffer overflows and to detect hidden values normally uneditable with normal triggers.
Report, edit, etc...Posted by payne on 2007-01-01 at 13:09:37
I did not understand anything... >.< whistling.gif
Report, edit, etc...Posted by LazyCoder on 2007-01-01 at 13:22:16
3. Get starforge, move a location outside the map, and move the unit there. It doesn't actually move it, it just makes it so the unit cannot move.
Report, edit, etc...Posted by Zeratul_101 on 2007-01-01 at 13:35:40
QUOTE(LazyCoder @ Jan 1 2007, 10:22 AM)
3. Get starforge, move a location outside the map, and move the unit there.  It doesn't actually move it, it just makes it so the unit cannot move.
[right][snapback]608389[/snapback][/right]


doesn't the location get moved back onto the map when you play it?




anyhow, move(action, not order) the unit to unwalkable terrain(cliff tiles, water, etc.)
Report, edit, etc...Posted by chuiu on 2007-01-01 at 15:58:25
If the location is out of bounds (you need to reposition it by changing numbers not moving it and resizing) then it stays out, and the Starforge method works just fine.
Report, edit, etc...Posted by payne on 2007-01-01 at 18:38:30
Ok... thanks for that!
But someone can learn me more about UED?
And how can we detect a clocked unit?
And how to we change the amount of hangar unit to make it count as 0 in the map... like that I can put an infinity!
And how can I make that 2 locations of the same name would receive the same action?
Report, edit, etc...Posted by Falkoner on 2007-01-01 at 18:49:41
1.There is the tutorial on that, which someone already posted.

2.You can do a gun system using dark swarms although it doesn't work well for multiplayer, here is a tutorial on it.

3.If you want to stop air units and ground units place a location outside the map using starforge. then make a trigger to constantly, using hypertriggers, teleport the unit there, you just have to constantly teleport the unit to a place it cannot be teleported to. Although this makes it so it is very hard to select the units being teleported and they can still attack and use spells.

4.EUD conditions can detect things that would normally be undetectable but are stored in memory, making them detectable using special triggers. Every patch starcraft scrambles the EUD offsets (don't make me explain) so at the moment no one knows the new offsets that work with the 1.14 patch.

5.Cloaked units are hard to detect, one way would be to see if they attack a unit, since cloaked units do not attack on their own or without holding position they won't attack it, although this isn't a very good way to detect it.

6.I didn't really get that one...If you want to change the hangar amount just select the unit and go to properties.

7.You cannot make two locations run the same action, you have to make seperate actions for each, there is no way to name them the same, if you do you'll just get something screwy.
Report, edit, etc...Posted by payne on 2007-01-01 at 22:47:31
Woaaa! Thanks for all!
But... why does Starcraft scrambles EUD offset? helpsmilie.gif
Andddd... huh... I don't remeber what I wanted to ask... lol whistling.gif
Oh... yeah! How to set Switch 1 at the start of the game... the only way I found is that I put a specific unit on the map, put a certain location on it, and when the game detect that unit, it set Switch 1 and then kill it... but I'm sure there is an other way to do that!
And also : You know the game Bound? Not all bounds, but THE bound, the one you can make your own bound in it... how does it put in memory the explosion step by step?
Report, edit, etc...Posted by Zeratul_101 on 2007-01-01 at 22:57:48
um...

always

set switch 1


....
Report, edit, etc...Posted by payne on 2007-01-01 at 23:59:00
LOL! I didn't even though about that whistling.gif lol! What a noob! -.-'
And there is no Preserve Trigger... that's why when I tryed it didn't work... I was too much in the moon of putting Preserve Trigger in my Triggers bye.gif
Report, edit, etc...Posted by rockz on 2007-01-02 at 04:18:53
2. Don't count out VHP
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