Hello everyone.
My question isn't necessarily a troubleshooting question but more about the limitations/considerations for using a disabled sprite for stacked units. I understand the process for this is, generally, as follows: (Sidenote: I'm having issues accessing the Wiki, is this down?)
In SCMDraft2, place Unit Sprites for [unit] and Disable via Unit Sprite properties.
Player X
Always
Enable Doodad State for [unit] at [locunit]
wait [0ms]
Order [unit] for [Player X] to at [locunit], [move] to [destloc]
This unit can now stack on other units.
My questions:
- What are the limitations of this? Is there a maximum amount of stacked units that can be generated by this per game? per player?
- This generates a rock doodad above the sprite in game. If the sprite is placed at the top of the map, will the rock doodad be unplaceable and therefor crash the game?
- Lets say, for example, I want player 7 to have 20 stacked units. Can I simply place 20 sprites and use the same trigger for each sprite?
- I understand that placing the sprite as disabled is different than placing the sprite and then using triggers to disable the sprite, is this also correct?
Thanks for the feedback and always appreciate any input
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
It's been a long since time I've dabbled with these kinds of questions, but I'll answer what I can.
Firstly: Yeah we're having server issues. Running too long without maintenance will do that.
But we're in the process of gradually improving things. Just hang on, and be patient on the page loadings in the meantime.
- Afaik there's no numerical limitations of the number of stacked sprites. But you can't look at it while it's being created. Also there's a couple of units that don't immediately crash, but will crash if their unit graphic hits a certain frame. E.g. hydra looking south. You're safe as long as you can avoid those, or use units that don't crash.
- Seems easy enough to test, right?
- You can use the same trigger, but you have to disable them 1 by 1 and only one every so often (I think per trigger loop?)
- really sketchy memory, but iirc, yes. I can't remember any details.
Let me show you how to hump without making love.
- What are the limitations of this? Is there a maximum amount of stacked units that can be generated by this per game? per player?
The only limitation is the sprite limit, which is 499. However with that being said it is wise to limit yourself to 250 due to the technical limitations of the game.
- This generates a rock doodad above the sprite in game. If the sprite is placed at the top of the map, will the rock doodad be unplaceable and therefor crash the game?
No the rock sprite will be adjusted to fit the map. It will always get placed.
- Lets say, for example, I want player 7 to have 20 stacked units. Can I simply place 20 sprites and use the same trigger for each sprite?
Yep!
- I understand that placing the sprite as disabled is different than placing the sprite and then using triggers to disable the sprite, is this also correct?
So the difference between simply enabling the disabled sprite and disabling, THEN enabling an already disabled sprite, is that the latter will be cloaked. Now if you place a unit sprite that is not already disabled, you will start having problems, just place them disabled. When I first tested this all out the working units were Marines, Firebats, Ghosts, Dark Templar, Zerglings, Larva, and Civilians. Their hero versions work as well, obviously. That all being said, Hydralisk and Zealots can work but are unstable. Then all units made by the larva (not including buildings) are also stackable (cloaked if the larva was). If you make Zerglings or Scourge though, one of each will not be a sprite.
My advice is to just make a section of the map unavailable for view by the players where you can have your triggers going off and sprites getting enabled. Then store them somewhere in that area. These two methods will ensure that your map never crashes due to the bugs surrounding unit sprites, suggesting you are not trying to disable ones other than what I have listed.
Post has been edited 1 time(s), last time on Apr 6 2017, 9:50 pm by LoveLess.
None.
An artist's depiction of an Extended Unit Death
- This generates a rock doodad above the sprite in game. If the sprite is placed at the top of the map, will the rock doodad be unplaceable and therefor crash the game?
No the rock sprite will be adjusted to fit the map. It will always get placed.
Actually, the rock sprite will be generated outside of the map boundaries (and thus not visible), and it does cause stability issues. In my experience, the game doesn't crash immediately, but it can cause a crash randomly as time goes on.
For this reason, don't enable unit sprites near the top border of the map.
- I understand that placing the sprite as disabled is different than placing the sprite and then using triggers to disable the sprite, is this also correct?
The rundown:
Normal unit:
visible,
collisionNormal unit, trigger disabled-enabled-ordered:
cloaked,
collisionSprite unit:
visible,
collisionSprite unit, trigger disabled-enabled-ordered:
cloaked,
collision, rock sprite generated
Disabled sprite unit, trigger enabled:
visible,
no collision, rock sprite generated
Disabled sprite unit, trigger enabled-disabled-enabled-ordered:
cloaked,
no collision, rock sprite generated