Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: The Unit Building Bar.
The Unit Building Bar.
Dec 5 2009, 8:18 pm
By: Basteille  

Dec 5 2009, 8:18 pm Basteille Post #1



I want to know how to reset a unit on the building queue for a feature in my new map, can anybody help me? If so, will you aide me in my map-making endeavor?

~Thank you for your assistance.



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Dec 5 2009, 8:20 pm Biophysicist Post #2



Give the building to another player and give it back. This will cancel all production/research being carried out by the building.



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Dec 5 2009, 8:22 pm Basteille Post #3



No, I mean RESET production, not simply auto-cancel it.



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Dec 5 2009, 8:23 pm Jack Post #4

>be faceless void >mfw I have no face

Don't believe that's possible without modding.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 5 2009, 8:27 pm Falkoner Post #5



Yeah, I swear I've seen the same thing, specifically in We Are Friend, but I have no idea how they did it.



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Dec 5 2009, 8:35 pm Morphling Post #6



In We are Friend, I believe, he removed a supply depot, so you couldn't make more units, while the unit is in the process of being built to prevent it from finishing.



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Dec 5 2009, 8:41 pm Falkoner Post #7



Ah, that is pretty ingenious :P However, it certainly doesn't reset the bar.

Post has been edited 1 time(s), last time on Dec 5 2009, 8:54 pm by Falkoner.



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Dec 5 2009, 8:50 pm CecilSunkure Post #8



Quote from Falkoner
Ah, that is pretty ingenious :P However, it certainly doesn't reset the bar.
Actually, it does. The unit's build time shouldn't be being completed while there isn't enough supply. The building of the unit should resume from 0 as enough supply is constructed. If you aren't convinced, go ahead and try it out :P



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Dec 5 2009, 9:15 pm xYoshix Post #9



Does the "bring" condition detect units that are in production?



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Dec 5 2009, 9:20 pm Leon-037 Post #10



O.o Well if you want to use the method of how We Are Friend does it, you just have to remove the unit constantly from the map. Say you don't want people to build a marine, use the action "Remove all Terran Marine for Current Player". It's weird but it works, but you can only use that one. You can't use "remove at location" one.



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Dec 5 2009, 9:58 pm SelfPossessed Post #11



Quote from Morphling
In We are Friend, I believe, he removed a supply depot, so you couldn't make more units, while the unit is in the process of being built to prevent it from finishing.
Quote from CecilSunkure
Actually, it does. The unit's build time shouldn't be being completed while there isn't enough supply. The building of the unit should resume from 0 as enough supply is constructed. If you aren't convinced, go ahead and try it out :P
I'm not sure I understand this. For this to even theoretically work (and even then I'm not sure it will work), you'd have to remove the supply after the unit is ordered but before it starts actually building. The moment it starts to build, it will finish even if there are no supply depots. How do you detect it in time?

In the attachment, I tried detecting the loss of minerals, along with hypers, as a condition to removing the supply depot, but it didn't remove the supply depot in time to prevent the completion of the Marine.

Attachments:
testremovedepot.scm
Hits: 1 Size: 24.67kb



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Dec 5 2009, 10:26 pm Basteille Post #12



I just remember a reset of a goliath from a civilization game, and the resetting of all templars building in the gateway after one finishes production in an Age of Empires map.



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Dec 5 2009, 10:27 pm CecilSunkure Post #13



Quote from xYoshix
Does the "bring" condition detect units that are in production?
I don't think so.



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Dec 5 2009, 10:28 pm Norm Post #14



Quote from CecilSunkure
Quote from xYoshix
Does the "bring" condition detect units that are in production?
I don't think so.

They can be removed though.



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Dec 5 2009, 11:37 pm Morphling Post #15



I made a mistake. Leon is correct. Constantly removing prevents it from finishing. In the attached map after you make a marine it prevents you from making another one for 5 seconds.

Attachments:
testremovedepot.scm
Hits: 1 Size: 24.88kb



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Dec 6 2009, 2:27 am Kenoli Post #16



Really?

Attachments:
Reset.scx
Hits: 4 Size: 38.68kb



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Dec 6 2009, 2:39 am Morphling Post #17



I admit my method wasn't very effecient, but it was just an example...



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Dec 6 2009, 6:45 am Leon-037 Post #18



Yeah, We Are Friend has a lot of neat things to learn from xD



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Dec 6 2009, 12:52 pm Ahli Post #19

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

saw that with building nuke progress long before. :)




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