Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Build times, loading order, and ghost sizes
Build times, loading order, and ghost sizes
Nov 14 2008, 6:49 am
By: SelfPossessed  

Nov 14 2008, 6:49 am SelfPossessed Post #1



EDIT: Gah I just realized I posted in the wrong forums. Could someone please move this to the help forum? Sorry about the trouble...

Just three quick questions. Help would be most appreciated.

1) Is there any way to set the build time for a unit so that it cannot be finished? If not, what is the absolute longest the build time can be? Ideally, I want Zerg Eggs containing Overlords to never finish, and if not at least take an extraordinary amount of time. Preplacing Zerg Eggs is NOT an option. Having a value that crashes Starcraft is also NOT an option.
2) What is the order that units load into a Shuttle? Does it depend on who goes in first, unit IDs, unit sizes, hp, unit names, unit prices, etc.? Also, if I unload and reload quickly via AI scripts, will that change the order at all?
3) Are Ghosts (the normal one and the heroes) different sizes? If so, which ones are larger? I know that the Firebat and the Hero Firebat are different, but I'm unsure about Ghosts.

Thanks!

Post has been edited 1 time(s), last time on Nov 14 2008, 7:58 pm by SelfPossessed.



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Nov 14 2008, 6:59 am LoveLess Post #2

Let me show you how to hump without making love.

1) It's like 655655 or something along those lines. It's pretty long, but it expires after a good while.

2) *shrugs* But I know they are determined by size and they will always load in the same order.

3) I believe that all but infested duran are the same size and infested duran is barely bigger than the rest.



None.

Nov 14 2008, 1:32 pm Devourer Post #3

Hello

hi...

1) is cleared by loveless

2) WHICH unit they load in first is random, but I think they often starts with the unit which is the nearest
the wireframes inside the shuttle are always sorted by unit sizes like
2x2 for a BIG unit (Ultralisk, Archon...)
1x2 for a MEDIUM unit (Zealot, Goliath...)
1x1 for a small unit (Marine, Zergling...)
I think it doesn't effect anything if a hero also wants to enter the shuttle....

3) In DATedit there are 3 (4) sizes: Small, Medium, Large... and something like "Incrossive"...
I don't know but I think it just handels for shuttles and bunkers, because there is a sprite-window which allows you
to change the correct size of the unit in pixels....
(btw: I do not thing that blizzard wanted the ultralisk beeing such fat that they can't cross a 1x1 sqaure downwards...
it's just a small "bug" which blizzard didn't realizes... I think that maps like Cat and Mouse won't exist in SCBW if that bug would not appear... I know it doesn't matter to your question... lol)

however: so download and look in datedit so you can find out if ghosts are smaller... but I think they aren't


hope that helps (in any ways...)



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Nov 14 2008, 8:03 pm SelfPossessed Post #4



1) Can I assume that the number is 65536, which is 2^16? And that there's no way, perhaps even specific to Zerg Eggs, to prevent it from finishing?
2) I still need confirmation on this. I need to set the loaded units inside the Shuttle to a specific order. I need one unit that takes two spaces and 6 units that take 1 (total 7 units).
3) Confirmation here would be great too. I'm going to use the largest ghost unit as a placeholder when moving my stacked character around so they don't move on top of an enemy unit and start unstacking instead of attacking.

I also still need this topic moved. Sorry for the trouble and thanks a ton for the help.



None.

Nov 14 2008, 11:26 pm poiuy_qwert Post #5

PyMS and ProTRG developer

Quote from Devourer
3) In DATedit there are 3 (4) sizes: Small, Medium, Large... and something like "Incrossive"...
I don't know but I think it just handels for shuttles and bunkers, because there is a sprite-window which allows you
to change the correct size of the unit in pixels....
Actually the "Space" settings in the Basic Units tab defines how much space they take in a shuttle.

3) All the ghost are the same size according to the dat files.




Nov 14 2008, 11:59 pm Falkoner Post #6



Quote
1) Can I assume that the number is 65536, which is 2^16? And that there's no way, perhaps even specific to Zerg Eggs, to prevent it from finishing?

Close, it's 65535, since you have to account for 0.



None.

Nov 15 2008, 1:36 am stickynote Post #7



Can you detect zerg eggs? Maybe you can give the eggs to another player then give them back.



None.

Nov 15 2008, 7:36 am Hugel Post #8



2 - From my experience, units will load, largest on the left, and smallest on the right. If they take up the same amount of space inside the transport, it matters what order they are loaded in. If they are always told to reload into the transport, they will load in the same order. It is when you have a long break, or two loading at the same time that they can swap positions. Ensure that they auto load right back in after they are unloaded to keep the same position.



None.

Nov 15 2008, 5:50 pm Devourer Post #9

Hello

Quote from stickynote
Can you detect zerg eggs? Maybe you can give the eggs to another player then give them back.

in which way?? command? bring??

between... I remember that I've tested that.... a zerg-egg could not be detected by BRING -OR- COMMAND (don't remember which of them was it)
As far as I know the Zerg-Eggs are not giveable to other players (like larvas....)
something else: i think you can give these eggs to another player when they are preplaced... but I'm not sure..
too lazy to make a test-map now....

hope that helps



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Nov 15 2008, 6:04 pm Falkoner Post #10



Quote
between... I remember that I've tested that.... a zerg-egg could not be detected by BRING -OR- COMMAND (don't remember which of them was it)
As far as I know the Zerg-Eggs are not giveable to other players (like larvas....)
something else: i think you can give these eggs to another player when they are preplaced... but I'm not sure..
too lazy to make a test-map now....

I think you have to detect them using Men or Any Unit or something like that.



None.

Nov 15 2008, 6:32 pm SelfPossessed Post #11



You cannot detect eggs via conditions, though honestly I did not check men or any men (never thought of that). You can perform actions on them though. They're like hallucinations in that sense. Therefore, you can give the eggs away. However, the build timer does not reset when you do. If all else fails I have the 65535. That's 18 hours. I don't think my map will last 18 hours, so it should technically be ok.

I'm more worried about loading into the shuttle. For now, I'm going to assume that Hugel's post is correct and work from there. Any more info here would be great.

I'm going to assume that poiuy_qwert is correct with the ghost sizes.



None.

Nov 16 2008, 1:34 am Conspiracy Post #12



Most of the time (there are some exclusions, that when a zerg unit/building is set to build in 1/12 of a second, it won't finish, it will just stop at maximum build time, and can be cancelled.



None.

Nov 16 2008, 8:43 pm SelfPossessed Post #13



@ Epoch

I thought that was specific to Zerg Buildings due to them having two animations (one the pulsing thing, the other the actual building). Eggs don't seem to have that. 0 and 1 seconds don't seem to work, though it might be because I'm doing it wrong.

I'm going to start on the triggers for the Shuttle soon. Hopefully the loading of units goes as planned.



None.

Nov 17 2008, 1:46 pm Devourer Post #14

Hello

Quote from Falkoner
Quote
between... I remember that I've tested that.... a zerg-egg could not be detected by BRING -OR- COMMAND (don't remember which of them was it)
As far as I know the Zerg-Eggs are not giveable to other players (like larvas....)
something else: i think you can give these eggs to another player when they are preplaced... but I'm not sure..
too lazy to make a test-map now....

I think you have to detect them using Men or Any Unit or something like that.


nahh... I just looked it up using DATedit [between... Datedit is usefull for mapping questions :)]
and there were no flags for Larvas / eggs / lurker eggs / cocons for "Location-Triggers" and "Non-Location-Triggers"


@Epoch
I think it's just around playing the last building-morph graphic at least one time...
Between... doesn't it crash if you cancel that building?



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Nov 18 2008, 9:22 pm Kaias Post #15



Quote from Falkoner
Quote
between... I remember that I've tested that.... a zerg-egg could not be detected by BRING -OR- COMMAND (don't remember which of them was it)
As far as I know the Zerg-Eggs are not giveable to other players (like larvas....)
something else: i think you can give these eggs to another player when they are preplaced... but I'm not sure..
too lazy to make a test-map now....

I think you have to detect them using Men or Any Unit or something like that.
I know anyunit works



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