Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Random Questions
Random Questions
Mar 29 2008, 6:53 pm
By: jandii  

Mar 29 2008, 6:53 pm jandii Post #1



I've got a few random questions:

If I place 480 interceptors (to modify the supply of 6 players), are they still 'technically' there when I run the map, as it modifies the supply but the units automatically disappear? (like a carrier is 9 units, but you only see 1) As I don't want them to add to the unit count of the map, but I do like how they don't show up in game :)

I'm wanting to disable a lurker from unburrowing, is this with disable doodad state? and can it be done in plain sight of the user? (I tried to search for this one, is there a search button on SEN?).

Last one, is there a way to power a forge without a pylon? I know of enable doodad state, but it messes up a non-instant upgrade when I create a unit (I have the trigger preserved), the upgrade just stops. Anyway around this? I heard of people moving the pylons and the aura still there etc?

Thanks! these are some of the narrowing lists of bugs left in my map :D



None.

Mar 29 2008, 7:16 pm Brontobyte Post #2



Quote from jandii
I've got a few random questions:

If I place 480 interceptors (to modify the supply of 6 players), are they still 'technically' there when I run the map, as it modifies the supply but the units automatically disappear? (like a carrier is 9 units, but you only see 1) As I don't want them to add to the unit count of the map, but I do like how they don't show up in game :)

Yes, they dissapear at the start of the game, as do Protoss Scarbs.

Quote
I'm wanting to disable a lurker from unburrowing, is this with disable doodad state? and can it be done in plain sight of the user? (I tried to search for this one, is there a search button on SEN?).

No. You first have to Disable, Wait 111ms Enable, Wait 111ms, Enable, Wait 111ms, Order, Wait 111ms.
I also noticed that if you move your screen durring this process, it crashes the game.

Quote
Last one, is there a way to power a forge without a pylon? I know of enable doodad state, but it messes up a non-instant upgrade when I create a unit (I have the trigger preserved), the upgrade just stops. Anyway around this? I heard of people moving the pylons and the aura still there etc?

Thanks! these are some of the narrowing lists of bugs left in my map :D

This one im not sure about. I would guess that if you enabled it, via triggers, then preserved it, it would work fine. Make sure that you don't have any bugs that would prevent this from happening. EX: It has to be in a location, and the location anywhere only works once for a player and for one of the Protoss Forge's, if you have more then one. I'm sure there is more then one way to do this, but this is the only way that I know. :bye1:



None.

Mar 29 2008, 8:08 pm jandii Post #3



I am using 'Anywhere' for the forge as I'm out of locations, I'll see if I can shuffle anything, thanks.

And crap...

Just did a test map and placed 1640 interceptors and then a couple of barracks, and at around 55-60 marines it maxed. So interceptors DO add to the unit count D:!

Also found a topic on lurkers, can create them for a computer with burrow enabled, then give them to the players who have burrow disabled, so that's all good now.



None.

Mar 29 2008, 8:15 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

Why do you use interceptors to increase supply? There are units that add much more to the supply, so you only need a few:
Tutorial on how to increase supply




Mar 29 2008, 8:24 pm jandii Post #5



Yeah I know, but I'm trying to hide them (in a 64x64 map where everything is used now), I'm trying nukes in the bottom left/right corners as an alternative, as the hud hides them a bit. :)

EDIT: Killing them also retains the supply limit, so I have a bc that is killed before the players get vision. Another one solved :D

Post has been edited 1 time(s), last time on Mar 29 2008, 8:38 pm by jandii.



None.

Mar 29 2008, 9:18 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Use buildings and kill them off at the start. You only use up a 2x3 square (generally) and buildings are placeable/stackable anywhere. Plus, buildings let you actually modify anything, instead of units failing at player 6's protoss supply.



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

Mar 30 2008, 2:21 am Brontobyte Post #7



[quote=jandii]Just did a test map and placed 1640 interceptors and then a couple of barracks, and at around 55-60 marines it maxed. So interceptors DO add to the unit count D:![quote]

Oh, sorry. I missunderstud the question. I thought you ment something like, do they appear in the game when I start it. Sill Meh. :blush:



None.

Mar 30 2008, 3:42 am Falkoner Post #8



Quote
No. You first have to Disable, Wait 111ms Enable, Wait 111ms, Enable, Wait 111ms, Order, Wait 111ms.
I also noticed that if you move your screen durring this process, it crashes the game.

Why do people always put 111 ms? All you need is 0 ms.

To disable the lurker from burrowing, you will need to disable the tech, otherwise it will be able to burrow.



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