Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Once again, I seek aid...
Once again, I seek aid...
Jun 17 2008, 12:50 am
By: FreDecay  

Jun 17 2008, 12:50 am FreDecay Post #1



Ok, once again, working on my map and I was wondering if there was any way of preventing Terran Building's liftoff other then removal and replacement of the building itself. Such as removing the "Liftoff" ability altogether. Sorry if I sound noobzor, Staredit.net's professional community always comes through with my answers though. Thanks in advance! :><:

(If it matters, which I doubt it does, building is Barracks)



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Jun 17 2008, 12:54 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

You can disable the building, but that removes all function. Otherwise, no.



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Jun 17 2008, 12:56 am FreDecay Post #3



So basicly I should create a location right above the grounded building, and set a trigger like if Barracks enters location, remove and recreate in initial location?



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Jun 17 2008, 12:59 am O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

Yeah. You just need one location. You can create at a location that has only air flags set.
If you are tricky, you could use one location only, but that is only necessary if you need more locations.



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EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
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MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
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Jun 17 2008, 1:08 am FreDecay Post #5



Got it working nicely, thanks for the support! :D By the way, I know this is sort of off-topic, but I've been working on a completely trigger-based map. (everything is created by triggers) and am in need of testers and/or suggestions. So if you feel up to it just respond and I'll show you what I've got so far. [started this morning but making good progress :bleh: ]



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Jun 17 2008, 1:50 am Riney Post #6

Thigh high affectionado

If you ever find a use for the disable thingy, never disable a Starport...unless you like crashing.



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Jun 17 2008, 4:36 am fm47 Post #7



Just a side note on the recreating after removal of lifting building: on my map, instead of removal, I had the buildings killed (so the player may be scolded and pay for the damages...) then recreate the building. The new buildings, however, are being created too fast. The "killed" buildings techincally still occupy that space so the "unable to place unit" error comes up. I eventually had to put a wait 0 before creating a new building--just for future reference.

As for the map, what kind of map is it? I find it not functional to do it on RPG's, but for stuff like Swarms it's OK... though i would say created units should be created when something is triggered or to trigger something, rathe than just placing a unit you normally could on the map directly. What I mean by that is that you want a bunker in location A from the very start of the map. It's rather pointless to use a trigger to create one there unless you have conditions that involve it...



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Jun 17 2008, 5:00 am fritfrat Post #8



Just to clarify fm47's post so no one gets confused, remove unit removes them instantaneously, whereas kill unit does not, causing the need for a wait.
As far as making an entire map of triggers... I'd focus more on gameplay, but you may as well do it for fits and giggles if it doesn't interfere. It just seems that it would be the same only with a bunch of "always" triggers, though.



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Jun 17 2008, 5:29 am FreDecay Post #9



Thanks for the input, yeah I've used remove instead of kill for every trigger on this map so far, it looks much less sloppy to me. Sooo, if anyone plays USEast I'd love to hear your opinion right about now. (not that it's anywhere near being done but suggestions are always good! :D)



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Jun 17 2008, 6:50 am Cardanis Post #10



Just out of curiosity, another way to make it work, could you have an aerial location over the buildings, and then just constantly move all buildings owned by the player to that location? Just so the lifted building would be unable to move?



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Jun 17 2008, 11:12 am Clokr_ Post #11



Nope, because if you order them to land somewhere they bypass the move unit and order unit trigger actions.



?????

Jun 17 2008, 3:27 pm Falkoner Post #12



Yeah, but do they work like burrowed units? Because I know that if you constantly teleport a burrowed unit, and order it constantly as well, its state never changed, so even though it begins to unburrow, it is moved before its state changed and is set back in a fully burrowed position.



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Jun 17 2008, 3:32 pm FreDecay Post #13



Ok I read the brief tutorial and just have a couple of questions...
Why is this more effecient, is using Strings really that much of a resource eater?
What kind of advanced techniques can I do with this that would be otherwise impossible with wait triggers?

Also on a unrelated note, is there any way to command a unit to burrow (using triggers or AI of course)? :P



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Jun 17 2008, 3:35 pm Falkoner Post #14



Using strings isn't really much of a problem unless you are making a massive map that uses lots of text, such as a huge quest-filled RPG. No, but most computers burrow idle units(not heros though).



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Jun 17 2008, 8:28 pm fm47 Post #15



Once the string count gets massive, random problems begin to appear as you edit your map. I experienced a lot of that and it nearly cost me the entire map. If you suspect the complete map to be big and If you comment everything as I do (how you should comment is up for debate...), then from the very beginning, make sure you comment everything consistantly and specifically so that you do not have repeated comments. comments are counted as strings, and I've learned it not the best to have strings with the exact same value.



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Jun 17 2008, 8:46 pm Clokr_ Post #16



Quote from Falkoner
Yeah, but do they work like burrowed units? Because I know that if you constantly teleport a burrowed unit, and order it constantly as well, its state never changed, so even though it begins to unburrow, it is moved before its state changed and is set back in a fully burrowed position.

Nope. The order unit and move unit actions just ignore buildings with an ongoing landing order.



?????

Jun 18 2008, 4:53 am fm47 Post #17



Quote from Clokr_
Quote from Falkoner
Yeah, but do they work like burrowed units? Because I know that if you constantly teleport a burrowed unit, and order it constantly as well, its state never changed, so even though it begins to unburrow, it is moved before its state changed and is set back in a fully burrowed position.
Nope. The order unit and move unit actions just ignore buildings with an ongoing landing order.

Yeah, I totally had that problem... and still do. So there probably isn't any way I can keep a building afloat without the player having the option to move it? I need an engineering bay so that my SCV hero can build, but then the e-bay (... lol..) is also used to upgarde. The heroes are player chosen, so I can't just disable it for a partulcar player.



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Jun 18 2008, 5:39 am Axii Post #18



Quote
Yeah, I totally had that problem... and still do. So there probably isn't any way I can keep a building afloat without the player having the option to move it? I need an engineering bay so that my SCV hero can build, but then the e-bay (... lol..) is also used to upgarde. The heroes are player chosen, so I can't just disable it for a partulcar player.
You could make a location around the Eng Bay, And when the building leaves the box, it gets removed, and another eng bay spawns where the other one started?



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Jun 18 2008, 10:38 am Clokr_ Post #19



Quote from fm47
Quote from Clokr_
Quote from Falkoner
Yeah, but do they work like burrowed units? Because I know that if you constantly teleport a burrowed unit, and order it constantly as well, its state never changed, so even though it begins to unburrow, it is moved before its state changed and is set back in a fully burrowed position.
Nope. The order unit and move unit actions just ignore buildings with an ongoing landing order.

Yeah, I totally had that problem... and still do. So there probably isn't any way I can keep a building afloat without the player having the option to move it? I need an engineering bay so that my SCV hero can build, but then the e-bay (... lol..) is also used to upgarde. The heroes are player chosen, so I can't just disable it for a partulcar player.

Giving it to another player (P12 works), moving it and giving it back to the original player works though.
Dunno why when you give it to another player the land order gets converted into a normal move order.



?????

Jun 18 2008, 11:37 am fm47 Post #20



Thanks. With Axii's idea, if I do that directly, then when the player goes to the upgrades to use the engin bay, the upgrade one would be removed as well... but I think if I put 2 locations, one 1x1, the other, say, 5x5, when the trig detects the floating engin bay being on the 5x5 but not the 1x1, it'll remove and replace.

As for Clokr_'s idea... I once tried to give units owned by p12 to humans but it didn't work. Maybe I did that wrong, but I'll give that a try once I get back to america.



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