Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: disappearing unit
disappearing unit
May 18 2011, 6:57 am
By: okeee  

May 18 2011, 6:57 am okeee Post #1



i used a 'floor hatch' (units>neutral>doodads), and placed it in a map. in the game, it is usually placed correctly as it should be. i already checked it lots of times. i just started the game again and after 30 min it suddenly disappeared! i'm not sure why, there is no trigger to remove it or something like that. I'm not sure what caused it either.
while it is selected as a unit in scmdraft, i checked and floor hatch isnt categorized as "any unit" by starcraft, so not sure how it could disappear.

also, are there some terran heroes that cant be properly registered by starcraft, such as the amount of them placed in a map?



None.

May 18 2011, 9:11 am Ahli Post #2

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

Quote from okeee
i used a 'floor hatch' (units>neutral>doodads), and placed it in a map. in the game, it is usually placed correctly as it should be. i already checked it lots of times. i just started the game again and after 30 min it suddenly disappeared! i'm not sure why, there is no trigger to remove it or something like that. I'm not sure what caused it either.
while it is selected as a unit in scmdraft, i checked and floor hatch isnt categorized as "any unit" by starcraft, so not sure how it could disappear.
I'm not sure if you can attack a floor hatch. Is the unit's invincible flag checked?
Floor hatches should count as any unit in the actions, but not in the conditions. So if you kill or remove any unit, you should kill the floor hatches, too.

Quote from okeee
also, are there some terran heroes that cant be properly registered by starcraft, such as the amount of them placed in a map?
Only Mengsk and DuGall's Battlecruisers can't be created by triggers. There is no hero placement limit.
You may have hit the unit limit (1700 units).
Maybe you have placed the units for a not-playing player which results in the units not spawning at map start.




May 18 2011, 8:45 pm okeee Post #3



no i didnt attack the floor hatch. i just put it there, and i have tested this map a lot of times, but never saw it disappearing before. it did show up first, but after a while it just disappeared. and there is no condition to kill or remove it. is the floor hatch a "building"?

well about the battle cruiser heroes, as soon as they disappear, a trigger should start, but it doesnt. there were not too many units, and they did appear, but the game didnt properly noticed that they were removed?



None.

May 19 2011, 12:02 pm Lanthanide Post #4



Quote from Ahli
Only Mengsk and DuGall's Battlecruisers can't be created by triggers. There is no hero placement limit.
Actually Aldaris can't be either. I thought that Razsagal couldn't be, but I know that she does appear in Tarpit Defense, so I guess she can. You also can't create trap units via triggers - origianlly they were all placed as doodads, and Blizzard added the 'units' later but evidently they aren't completed hooked into the game properly. In fact the only way to 'move' them anywhere is with the arbiter's Recall spell - Move Unit and Order actions have no affect on them (people probably complained that their maps broke when they used 'move unit' actions around them).



None.

May 19 2011, 8:45 pm NudeRaider Post #5

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

Quote from okeee
also, are there some terran heroes





May 20 2011, 4:53 am Heinermann Post #6

SDE, BWAPI owner, hacker.

The Floor Hatch is invincible by default and cannot be made vulnerable.
It doesn't appear to be considered a [Building] in DatEdit.

okeee, would you mind posting your map?




May 21 2011, 6:53 pm okeee Post #7



i noticed what the problems were, the hero battlecruiser problem was a trigger.

the floor hatch was because of 'disable doodad' > move observer to floor hatch > move observer from floor hatch.
so the floor hatch is still there just not visible. so how could i make keep the floor hatch visible, use disable doodad but not make it non visible when an observer moves nearby? i dont want to keep an observer there, but any unit should be able to move to that area.



None.

May 21 2011, 7:02 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Give shared vision or place a stationary detector nearby.



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

May 21 2011, 7:23 pm Roy Post #9

An artist's depiction of an Extended Unit Death

I believe invisible units owned by player 12 are visible for all players without needing detection. Give the floor hatch to player 12.




May 21 2011, 8:33 pm okeee Post #10



i tried player 12, but it doesnt work if the unit is disabled, it still non visible.

what stationary detector could i use, except any of the 'men' units? map revealer doesnt work.



None.

May 21 2011, 9:36 pm NudeRaider Post #11

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

Turret, spore, photon cannon. The latter is cloakable.




May 22 2011, 9:11 am okeee Post #12



actually i cant use buildings either.. any triggers i could use? i cant use shared view unless shared view could be used for 1 unit of that player only.
i was looking for the ums tutorial but i cant find it anymore.



None.

May 22 2011, 9:17 am NudeRaider Post #13

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

The only trigger action to create (fake) detection with is shared vision. Otherwise you have to bear with buildings or men that have detection.




May 22 2011, 9:46 am okeee Post #14



ok what were the 4 methods to detect cloaked units after disabling them?
shared vision
observer



None.

May 22 2011, 3:39 pm Heinermann Post #15

SDE, BWAPI owner, hacker.

There's Shared Vision, Detectors. Give (Give cloaked units to each player).
BTW you can give the units to each player fast enough so that the fog of war isn't revealed and it will work.




May 22 2011, 9:21 pm okeee Post #16



ok and there was 1 more detection method i thought?
whatever method i use, it would have to be stationary otherwise unit will be non visible.



None.

May 23 2011, 12:25 am rockz Post #17

ᴄʜᴇᴇsᴇ ɪᴛ!

I think you can do it if you give the unit to another player every frame that vision updates (every 100 frames).



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

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
Please log in to shout.


Members Online: Roy