How come when you disable doodad state on a unit, you crash? I thought you crash when you see the unit but I tested using a p12 marine and it crashed without me looking at it.
None.
Some disabled units will make the game crash. Some won't. That's just how it is. I'm sure there's a reason as to why certain ones make you crash, but I don't know it.
I think there's a list somewhere that lists what most disabled units do.
I put a marine in a map and it crashes but when I look at the list on the second link, it says a terran marine cloaks.
None.
Perhaps you didn't disable it correctly?
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umm what you mean disable it correctly? It just needs the disable doodad state trigger
None.
as i recall terran marine doesen't cloak easily, just disabling will cause it to play a strange animation that will usually crash in a few seconds... i'll see if i can find an example trigger
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githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
An artist's depiction of an Extended Unit Death
as i recall terran marine doesen't cloak easily, just disabling will cause it to play a strange animation that will usually crash in a few seconds...
Part of this is untrue.
You have to do the disable-enable trick to have a functional cloaked marine. Just disabling will cloak it in an animated state (and no, that will not crash the game).
I don't know if there's a link that describes D-E, but it's basically disabling the unit, waiting, enabling it, and then ordering it to move. After that, you won't crash from looking at the unit.
Post has been edited 1 time(s), last time on Aug 27 2011, 8:02 pm by Roy.
Credit to Helms 1.3x, though likely stolen from v. Haldir
The Regular Marine was pre-placed for player 11 out of everyones view
None specified.
AlwaysDisable doodad state for Marine for player 11 at CloakWait for 85 milisecondsEnable doodad state for Marine for player 11 at CloakWait for 85 milisecondsEnable doodad state for Marine for player 11 at CloakWait for 85 milisecondsIssue order to all marine owned by player 11 move to anywhereWait for 85 milisecondsGive 1 Marine owned by player 11 at Cloak to current PlayerMove 1 Marine owned by Player 11 at Cloak to SpawnIssue order to all Marine owned by current player at Spawn move to Anywhere
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.
That's pretty much exactly what Roy said.
nice.
Another thing to point out is.. do NOT use waits in your map.
It'll just cause pain and frustration with Wait blocks:
http://www.staredit.net/?p=oldwiki&s=2try using Death counts instead:
http://www.staredit.net/?p=oldwiki&s=20
None.
SDE, BWAPI owner, hacker.
You don't actually need to wait any more than 1ms. The exception is with the wait after ordering the unit to move. For more stability you should only move the unit after it has successfully executed the order. Additionally, enabling the unit twice is meaningless. Once enabled, subsequent enables have no effect at all. You can only enable if the unit is disabled, and disable if the unit is enabled. Also to avoid potential crashes, give the unit to the player after you've moved it.
... though it's been quite a while since I've been accustumed to set doodad state.
It's best to do this in a part of the map that the player cannot see, because often with many units if you view them during the process, before they have moved, you will crash. So keep an area of your map that players will never normally be able to view to perform the disabling and enabling, and move the unit to your final destination later.
Note that in my experiments with this, I found that even some units which are not supposed to crash, very very occasionally do. I was trying to make multiple cloaked mutalisks which I would then store in a unit pen for distributing out later during the map. I never really pinned down the exact nature of the problem, it's possible that my triggers simply sometimes disabled the same unit twice causing a crash, but I did get a small handful of memory error crashes after I added the cloaked mutalisk feature to my map, even though I wasn't looking at the mutas during the process etc.
None.
Disable/Enable almost
always crashes if it is visible. Marines are fairly stable (they shouldn't do what Lanthanide described).
Looking at your triggers, you should give after you move it ... not that it makes a difference, but it prevents vision in the cloaking region.
This is how I'd do it, even though my changes are not important or significant.
None specified.
AlwaysDisable doodad state for Marine for player 11 at CloakWait for 1 milisecondsEnable doodad state for Marine for player 11 at CloakWait for 1 milisecondsIssue order to all marine owned by player 11 move to anywhere Make sure it is able to actually move somewhere ... if it is restricted at all this might not workWait for 1 milisecondsMove 1 Marine owned by Player 11 at Cloak to SpawnGive 1 Marine owned by player 11 at Cloak to current PlayerIssue order to all Marine owned by current player at Spawn move to Anywhere Unnecessary, but probably safer for testingOh, and one last thought ... If you are using
any other waits (especially hypertriggers), that might be causing a wait block after the enable which would lead to a crash.
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http://www.staredit.net/starcraft/Cloaking
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question about disabling a protoss assimilator. Im assuming it wont actually need a pylon around it before i disable it. The list givin above said it would cloak the building. is there anything else i need to know about disabling an assimilator? i plan to have it disabled when a certain unit goes near it in a game.
I managed to get the assimilator working perfectly but the photon cannon, im still having trouble with. i know that the phton cannon needs to be powered up, but is there a way to detect whether or not the photon cannon is powered up. it would also need to be done without preplacing the photon cannons.
Figured it out. Enable the photon cannon and then disable the photon cannon right after, and I wont need to check to see if its powered up.
Post has been edited 2 time(s), last time on Aug 18 2011, 4:27 am by IAGG.
None.