Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Do 'dead' units count against map max?
Do 'dead' units count against map max?
Apr 16 2011, 11:48 am
By: Lanthanide  

Apr 16 2011, 11:48 am Lanthanide Post #1



Does anyone know if units that are 'dead', ie those that have just died and have 0 HP, but haven't yet been removed from the game (they linger for 1 frame) are counted against map max?

Specifically I have a trigger that creates large numbers of temporary units, and then uses Kill on them, before creating just a few units that are supposed to be permanent, however sometimes the units don't get created due to map max. I'm wondering if the units that are in the process of dying are counted against map max (there are also hundreds of other units active on the map at the same time), or if using Remove Unit instead of Kill Unit would avoid this issue? If Remove Unit, within the same trigger, doesn't have this issue, I'll go with that, otherwise I guess I'll have to rig a system where I remove the temporary units in one trigger, and add the permanent ones in the following trigger.



None.

Apr 16 2011, 12:37 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Removed units vanish instantly, so np there.
Killed units is easy to make a testmap for. My guess is yes, because the unit is still visible.




Apr 16 2011, 2:12 pm Raitaki Post #3



Yes Lanth, I believe they do. A unit in its last frame before death has all the properties of a living unit.



None.

Apr 16 2011, 3:28 pm Ahli Post #4

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

They can be detected, yes. But they can't be moved afaIk. I think that was what was used to identify the position of some dieing units.




Apr 17 2011, 6:33 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

units exist until their death animation disappears. Which is an awfully long time for buildings, zerg ground, terran infantry, and dragoons. They can still be detected as units on the frame they die, but not the frame after.



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

Apr 18 2011, 4:47 am Lanthanide Post #6



Ah hah, very useful.

When you say death animation, do you specifically mean the animated part? Once there's just a corpse/blood stain on the ground that is not moving, the corpse/blood stain is no longer taking up unit space?



None.

Apr 18 2011, 5:06 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

The sprite is an animation which eventually fades into nothingness. As long as there is a bloodstain (and perhaps a little longer) the unit takes up space.



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

Apr 18 2011, 5:10 am UnholyUrine Post #8



@Lanthanide

1) If you're gonna use so many units as death animation.. enough to cross the map max.. you're using too many :P

2) I found this useful for creating a unit @ the place where a previous unit has died so that the new unit does not get displaced by the previous one.
- Instead of creating the unit @ location of dying unit, create it elsewhere, and move it to the location of the dying unit.



None.

Apr 18 2011, 5:25 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

Also, it's good form to set a switch (DC) and have it run a trigger which moves the unit to the proper location. Then, clear the switch once the unit is moved. This way, nothing can possibly go wrong, except if you use the switch for something else.



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

Apr 18 2011, 5:44 am Lanthanide Post #10



UU - this is DS Night, so there could already be 1600 units on the field, so it doesn't take many to go over map max.

I'm already using a system where units are created off the field and then moved into their final position before they're used for any purposes. That's actually the entire point of this particular trigger - it's used for nuke, to arrange the spider mines that eventually get placed on the field in a spread out pattern, instead of just a big clump of mines that blow each other up and get in the way of each other. It creates 28 mines, then moves 21 of them to the field, followed by 1 that belongs to a different player, then moves the remaining 7 and another 1 of the other player. Then it kills the 28 'filler' ones. Then it does this whole thing a total of 19 times, creating 532 'filler' mines in the process. I'll just set them to be removed, instead of killed.

I'll make a pass over all the other triggers I have that create units, and try and make sure that it does some 'remove' units in addition to 'kill' sufficient to cover for any new units being created within the same trigger.

Post has been edited 2 time(s), last time on Apr 18 2011, 5:52 am by Lanthanide.



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