Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Disabling Bunker // Disabling Doodad state
Disabling Bunker // Disabling Doodad state
Jun 15 2017, 8:46 am
By: Mimose  

Jun 15 2017, 8:46 am Mimose Post #1



Hello there staredit-community,
This is my first post, so first of all i want to say that im lucky that there is still an active community in SC1-mapping and I hope that I wont ask dumb questions.

Concerning my Thread/Questions:

1.Bunker Disabling:
I've read the tutorial about disabling Bunkers (here) and tried to split that enter-order and disabling into two triggers...but it seems that it doesnt work the way its described in the tutorial. It looks like the location is detecting the marines INSIDE the bunker so the Condition "... brings 0 marines to X" is not met. Am i right with that? Do have to use a wait-trigger there or is there an other solution without a wait-trigger?

2.Disabling doodad State (Zealot, Vulture and Zergling)
Ive tried this for the three units mentioned above. The result is that the vulture just disappears and for Zealot and Zergling its creating some other Doodad (sry for no Screenshot).
Furthermore i tried to place Sprites instead - but SC crashes when im starting the map with a sprite of Zealot or Zergling. Is there any work around/solution for that issues?

Thanks in advance for any Answers.



None.

Jun 15 2017, 10:26 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

1) Bring will detect units in bunkers. Looks like the wiki is wrong in the tutorial. You can detect when the units are in the bunker by using a 1 px location centered on the bunker instead of a 2x3 square location. More Quirks and Nuances here. Note that if you use a small enough location centered on the bunker, it's impossible to fit 4 units in there without them already being in the bunker, so you might be able to do something like "bring exactly 4 men to bunker location" and it will work.

2) The game will crash when you call forth an animation that doesn't exist or isn't prepared. The "disable" trigger is intended to be used on traps, which also happen to be unit sprites. When disabled, they take up no space (you can walk on them) and are cloaked. Many units aren't cloakable or are unstable, thus they crash the game

Zerglings can be temporarily cloaked via the arbiter trick. They lose this cloak when you burrow them again. It appears both zealots and zerglings will crash the game if you disable them. You can make zerglings not have a hitbox though: Disabled Sprite Effects. I believe they regain their hitbox if you burrow/unburrow though, which means that you can't cloak them and stack them.

3) bunkers just need to be moved to have them be "invisible" and shoot from their previous location. You don't have to disable them.



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

Jun 15 2017, 11:20 am Mimose Post #3



Thank you rockz.
Your answer did really help. Using that 1px-location does it the way i want it to.

And thanks for the other ressources you linked above, those are really value informations!
I see there is no oppotunity to make an inactive vulture/zalor or zergling - but i already found another solution for that.

Quote from rockz
3) bunkers just need to be moved to have them be "invisible" and shoot from their previous location. You don't have to disable them.
Yea thanks, but i only want to make the bunker not unloadable - enemy still have to attack it.


Well i got another question not related to the topic but belonging SCMDraft2 (please correct me if i should open a new thread):
I like to use the classic Trigger editor but i always encounter a problem when i want to edit a trigger where something with only one number occurs - i cant click the number to change it. Only when there are two numbers im able to click on it and change it.
Is there a way to solve this issue? (I'm using SCMDraft 0.8.0)



None.

Jun 15 2017, 2:00 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

Check ScmD's development thread. There's actually a new version 0.9 that has been released. If you still have the problem with that version post in the thread. SI is actively developing it and is happy for every bug that gets reported. He's also quite fast in fixing them. ;)




Jun 15 2017, 3:30 pm Mimose Post #5



Thanks a lot for those fast replies!
- Thread may be closed =)



None.

Sep 7 2017, 8:44 pm DemonStrate Post #6



Quote from rockz
1) Bring will detect units in bunkers. Looks like the wiki is wrong in the tutorial. You can detect when the units are in the bunker by using a 1 px location centered on the bunker instead of a 2x3 square location. More Quirks and Nuances here. Note that if you use a small enough location centered on the bunker, it's impossible to fit 4 units in there without them already being in the bunker, so you might be able to do something like "bring exactly 4 men to bunker location" and it will work.

This logic works great for detecting the marines when you build a single bunker. However, I want to stack bunkers using the 'lights off' method. Using this setup, the marines never get into the bunker because it is instantly disabled as soon as it is created. So, how do I detect they are in the bunker? I can always just go to the Wait method if some other condition doesn't work.



None.

Sep 9 2017, 9:59 am rockz Post #7

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from DemonStrate
Quote from rockz
1) Bring will detect units in bunkers. Looks like the wiki is wrong in the tutorial. You can detect when the units are in the bunker by using a 1 px location centered on the bunker instead of a 2x3 square location. More Quirks and Nuances here. Note that if you use a small enough location centered on the bunker, it's impossible to fit 4 units in there without them already being in the bunker, so you might be able to do something like "bring exactly 4 men to bunker location" and it will work.

This logic works great for detecting the marines when you build a single bunker. However, I want to stack bunkers using the 'lights off' method. Using this setup, the marines never get into the bunker because it is instantly disabled as soon as it is created. So, how do I detect they are in the bunker? I can always just go to the Wait method if some other condition doesn't work.

This is much more difficult and annoying, frankly. The wait method should be easier, though I would do a death counter instead.

If you want to be perfect, you'd have to use death counters to determine how many buildings are stacked and determine how many units you'd need inside the bunker stack to work.



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

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