Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Removing scarabs from reavers
[SOLVED] Removing scarabs from reavers
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Aug 11 2011, 8:39 pm
By: Jesusfreak  

Aug 11 2011, 8:39 pm Jesusfreak Post #1



Is there a way I can remove scarabs from a reaver individually? I know that the Remove Unit trigger (the one that removes all units from the map and can't be specified to a location or number of units) will work, but using the Remove Unit at Location trigger only appears to work if the scarab is outside of the reaver. The Modify Hanger Count appears to only be able to add scarabs.


Is there not a way I can remove scarabs one at a time?



None.

Aug 11 2011, 9:07 pm Raitaki Post #2



How about you just move the reaver to a secluded place with a non-invincible hostile unit for the reaver to shoot at?



None.

Aug 11 2011, 9:09 pm Jesusfreak Post #3



I suppose that would work, although I was hoping to not have to use that much space...



None.

Aug 11 2011, 9:45 pm Lanthanide Post #4



There's no way to remove any type of 'hangar' unit except for it to appear as a distinct unit on the map. This includes scarabs, interceptors, nukes and spider mines, although the latter two are not strictly hangar units as the 'add hangar unit' trigger does nothing for them.

Replacing your reaver with a new one could that contains fewer scarabs could possibly be feasible.



None.

Aug 11 2011, 10:10 pm Jesusfreak Post #5



Well, the entire point is to make it so that I don't have to make a trigger for each possible amount of scarabs the reaver could hold, so replacing the reaver wouldn't be very effective. :/



None.

Aug 11 2011, 10:16 pm Raitaki Post #6



Quote from Jesusfreak
Well, the entire point is to make it so that I don't have to make a trigger for each possible amount of scarabs the reaver could hold, so replacing the reaver wouldn't be very effective. :/
Then you'd have to stick to the "reaver shooting in secluded spot" method :P It doesn't have to be a big area, just a little one with enough distance between the reaver and the unit for you to detect the scarab :P You can even use sth like a 1x8 rectangle for it :P



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Aug 11 2011, 10:45 pm jjf28 Post #7

Cartography Artisan

If the reaver being deselected isn't an issue then you can give the reaver to p9-12, remove all scarabs for that player then give it back, then add the appropriate amount of scarabs.

However removing scarabs can be incredibly annoying - it doesen't instantly register that their are no scarabs; so triggers in the same cycle will think the scarabs are still there - but you should be able to get around that with this since with this they belong to another player.

A bianary count-off adding back the appropriate amount of scarabs to match a death counter that knows how many it should have will get you where you need to be from there.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Aug 12 2011, 1:09 am Lanthanide Post #8



Hmm, seems I'm wrong. Is that using the Remove All Unit rather than Remove Unit At Location action?



None.

Aug 12 2011, 1:29 am jjf28 Post #9

Cartography Artisan

it's remove all



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Aug 12 2011, 4:23 pm Aristocrat Post #10



Scarabs aren't actually on the map, so remove unit at location does not work; it's the same reasoning behind map revealers failing to be removed.



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