Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Keeping Buildings Unlifted
[SOLVED] Keeping Buildings Unlifted
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Jun 15 2012, 3:33 am
By: IAGG  

Jun 18 2012, 1:42 pm staxx Post #21



Quote from rockz
Start players with 3 natural upgrades:
you don't need a science facility.
He stated he wanted to start at 0 upgrades for each player and there is a covert ops that will allow for ghost upgrades, so yes the sci facility is needed.

Quote from rockz
turn off player vision and instead use player 7 or 8 as their vision:
you can hide stuff from the player, like unused upgrade buildings.
Not exactly sure what you mean by this, but if you're referring to unvisioning allies you will still be able to see the majority of buildings because everything is so tightly placed together that your buildings will give vision to all others. In any case, why would you want to unvision an ally?

Quote from rockz
You can also pre-place buildings and link them some distance apart. The link goes away if you lift though, so that's why you have to turn off vision or make it impossible to select the building by covering it with CCs.
It's still possible to select buildings even when theyre covered



None.

Jun 18 2012, 9:14 pm rockz Post #22

ᴄʜᴇᴇsᴇ ɪᴛ!

he never expressly stated he needed to start at 0. upgrade 4-6 can be configured to cost the same as upgrades 1-3, and they don't require a science facility/special building. It's poor map design if you don't consider this an option.

By unvisioning I mean turning off vision for players 1-6 when you're player 1. Use player 7 or 8 as a computer for vision instead. It's easy if you're in an arena or something, a little bit harder if it's an RPG and you only have 1 hero, and pretty much impossible if you have a bunch of units.



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

Jun 18 2012, 9:27 pm staxx Post #23



Quote from IAGG
Thank you. i would like to be able to see the triggers and the effects if you dont mind.

Edit: just to remember the science facility will have the covert ops attached which will eventually allow ghost range. The barracks will be allowing the building of all units and the engineering bay will be used for upgrades. they will be starting at 0 as well**

He also posted a picture of his upgrade area in case u missed that as well.



None.

Jun 19 2012, 1:27 am Roy Post #24

An artist's depiction of an Extended Unit Death

People sometimes make topics asking for an EUD solution to a problem when a non-EUD solution exists and is usually better. It never hurts to put all the cards on the table, especially considering that other people with similar problems may be looking at this thread sometime in the future, too.

But the anti-lift is the primary focus of this topic. AIGG, did the solution I provide solve the issue with a sufficiently low amount of locations?




Jun 19 2012, 2:20 am rockz Post #25

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from staxx
Quote from IAGG
they will be starting at 0 as well**
Again, he never expressly stated that they needed to be at 0. Ignoring upgrades 4+ is bad form.



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

Jun 20 2012, 2:26 pm IAGG Post #26



Quote from Roy
People sometimes make topics asking for an EUD solution to a problem when a non-EUD solution exists and is usually better. It never hurts to put all the cards on the table, especially considering that other people with similar problems may be looking at this thread sometime in the future, too.

But the anti-lift is the primary focus of this topic. AIGG, did the solution I provide solve the issue with a sufficiently low amount of locations?

This worked perfectly. Just got the chance to implement it. I was unable to use the drones due to the water surrounding it so I instead used observers for player 11 which i gave to player 7 when that column was lifted and then immediatly back to p11 so that no vision was given. Perfect solution thank u



None.

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