Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Finding the ID of units placed on map
Finding the ID of units placed on map
Jun 23 2009, 2:13 am
By: Queen-Gambit  

Jun 23 2009, 2:13 am Queen-Gambit Post #1



I need to find out how to identify the ID's of units placed on map. For example, the 1st unit I placed on my map is number 1, the 2nd is ID 2 and so forth. Instead of redoing my map, is there a way to identify its number when i select any unit in my map?

(No, I am not trying to find out that marine = 0 and ghost = 4 ID's; I am not trying to find that kind of ID).



None.

Jun 23 2009, 4:04 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

read the rules. That helps a lot.
http://www.staredit.net/topic/6256/
http://whathuh05.googlepages.com/eud.html



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jun 23 2009, 9:16 am Ahli Post #3

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

You can check the unit orders. The unit just needs to be the only one who has a movement order at a time.
(open the attached file as a txt and copy&paste the triggers in a COPY of your map and overwrite all existing triggers... you may add hypertriggers, if you want).

The mineral count will give you the ID. (I didn't make all triggers. What was the max. unit count on a map? :P)

Attachments:
EUDunitorder.trigger
Hits: 10 Size: 478.77kb




Jun 23 2009, 5:21 pm Queen-Gambit Post #4



Thanks for the triggers.

I have made a copy of my map and I copy n pasted the triggers in Trigedit. When I try to compile them, It says theres 'an Error at line 11: "Actions:" or condition expected.'

What should i do?



None.

Jun 23 2009, 6:10 pm killer_sss Post #5



you need to look for something that may be missing. You have the rough outline so if you wanted you could prolly construct them using the Regular trig edit. If you can't i would sujjest looking through other triggers to see what your missing. Sometimes its as simple as forgeting a ; or [ easiest way is to construct them in regular trig edit imo.



None.

Jun 23 2009, 7:03 pm Queen-Gambit Post #6



Trigedit cannot understand the word Memory. I tried using classic trigger but I can't find Memory.
Quote
Trigger("Player 1"){
Conditions:
Memory(19047, At least, 1);
Actions:
Preserve Trigger();
Set Resources("Current Player", Set To, 1, ore);
}
//-------------------------------------------------------------------------//




None.

Jun 23 2009, 7:16 pm killer_sss Post #7



eh thats out of my league never seen that before.



None.

Jun 23 2009, 8:16 pm ClansAreForGays Post #8



Don't you need that newer version of scmdraft that scwizard linked to in order for memory to work the right way?




Jun 24 2009, 1:44 am stickynote Post #9



Could you post a link? I have the same problem.



None.

Jun 24 2009, 1:47 am Morphling Post #10



Quote from stickynote
Could you post a link? I have the same problem.
Here.



None.

Jun 24 2009, 1:53 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

max unit count is 1700 I believe. 0-1699. Position 0 fills up first, then it goes backwards from 1699.

Also update scmdraft to the one posted in the first post on that thread morph linked.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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