Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: units weapons wont shoot
units weapons wont shoot
Sep 1 2012, 3:39 pm
By: okeee  

Sep 1 2012, 3:39 pm okeee Post #1



i have an ums map with lots of units, and i already removed as much units as possible.
when playing the map, there is no 'cannot create more units' message, but i noticed that after a while, some weapons wont shoot anymore. and there is a message: 'cannot created units' which is different from 'cannot create more units'. how do i solve this?



None.

Sep 1 2012, 4:38 pm Dem0n Post #2

ᕕ( ᐛ )ᕗ

You may have too many sprites. Check the sprite limit in your map. If there are too many sprites, the units will stop attacking.




Sep 1 2012, 4:39 pm staxx Post #3



I think what you're experiencing is the sprite limit, which happens sooner than map max. Attacks are composed of several sprites, once the limit is reached the animation for attacks stops showing and damage to units as well. The only consistent units that i've noticed not to be affected by this are units with fast attacks as they use less sprites.



None.

Sep 1 2012, 5:54 pm NudeRaider Post #4

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 StarCraft">http://www.staredit.net/?p=oldwiki&s=9]StarCraft Unit limit: 1700 (This does not include Start Locations)
CHK load Sprite limit: 499 (This is the number of Pure Sprites starcraft will load which obviously includes the sprites that are on some doodads like the tree doodads. If ever you over-pass this limit, Starcraft will ignore the last sprites created)
StarCraft Sprite limit: 2500
StarCraft Image limit: 5000
StarCraft Weapon limit: 100 (cutoff of 80 for Valkyries)
I think you've hit the StarCraft Sprite limit: 2500, as others have suggested. If you have a lot of burning buildings (especially pylons) which all have several sprites to create the flame effect this can build up a lot. If I'm not mistaken buildings and units are also 1 sprite each (or do they count towards the image limit?), so if you've got many preplaced sprites and units you don't need that many burning buildings.


Quote from staxx
The only consistent units that i've noticed not to be affected by this are units with fast attacks as they use less sprites.
Any ranged unit is affected by the weapon sprite limit. Units with a fast attack (low cooldown between attacks) are actually worse because the ratio of (not showing an attack sprite) / (currently shooting) is lower which means more sprites per second displayed at the same time on average.
What you're referring to is melee units which have no weapons sprite (e.g. marine muzzle flash), but just an attack animation (e.g. marine pointing his gun).




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[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
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[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
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