Staredit Network > Forums > General StarCraft > Topic: Patch 1.03
Patch 1.03
Jun 22 2011, 4:25 pm
By: iCCup.xboi209  

Jun 22 2011, 4:25 pm iCCup.xboi209 Post #1



Quote
- Doodads are no longer affected by the MOVE UNIT trigger action.
Does anyone know exactly why Blizzard did this?




Jun 22 2011, 4:33 pm jjf28 Post #2

Cartography Artisan

my best guess is that it was inconsistant to have a different type of object move via a "move unit" action - it's just another way blizzard restricts our creative abilities.



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Jun 22 2011, 4:37 pm The Starport Post #3



Probably part of some short-sighted CPU/memory optimization.



None.

Jun 22 2011, 5:29 pm Roy Post #4

An artist's depiction of an Extended Unit Death

I would go as far as to say it was an unintentional effect, and (maybe because mapmakers complained "wtf my trees keep moving around") they decided to fix the issue in the patch, much like they "fixed" things such as EUD actions.




Jun 22 2011, 5:59 pm The Starport Post #5



There's a difference between fixing something because of potential hacks (EUDs) and fixing something because of unintentional effects, though.



None.

Jun 22 2011, 6:04 pm Roy Post #6

An artist's depiction of an Extended Unit Death

Well, we could go through some "CAN YOU DO 25 TRICKS? / CAN YOU DO REAL TRICKS?" bug fixes, but those are game mechanics that broke melee. I feel like it all comes down to fixing things that weren't originally intended to exist in SC. It makes me wonder why Blizzard still allows us to do things like disable doodad states of units.




Jun 22 2011, 6:48 pm O)FaRTy1billion[MM] Post #7

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"Doodads" probably refers to floor traps, wall traps, and doors since those are units.



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[05:43 pm]
Zoan -- NudeRaider
NudeRaider shouted: Zoan yes you can.
oh, yeah you’re right. Then yeah if you use an ai script it should be easy to farm unfinished buildings in some unused area on the map and just move them around, right?
[2019-10-17. : 6:06 am]
NudeRaider -- KrayZee
KrayZee shouted: Voyager7456 Somehow I misread your shout. "Glad I can entertain you in Nude" as if you sent a racy photo, video or something.
nah, he just made a comment that had us laughing very hard.
[2019-10-17. : 6:02 am]
NudeRaider -- Zoan
Zoan shouted: sraw531 you can’t move buildings afaik
yes you can.
[2019-10-16. : 10:03 pm]
Dem0n -- no
[2019-10-16. : 8:26 pm]
GGmano -- Is here a forum only for temple siege?
[2019-10-16. : 4:20 pm]
KrayZee -- Voyager7456
Voyager7456 shouted: Glad I can entertain you Nude
Somehow I misread your shout. "Glad I can entertain you in Nude" as if you sent a racy photo, video or something.
[2019-10-16. : 2:26 pm]
martosss -- Moose
Moose shouted: martosss IIRC, the plan was to go 64-bit only eventually so they're interested in differences between the versions
well I might have found 1 bug for them to fix - some maps load on 32 bit, but not on 64 bit game version
[2019-10-16. : 2:19 pm]
Zoan -- sraw531
sraw531 shouted: I'm pretty sure you would move the building away at some point. When you do so, you can give it to someone else. I was thinking nexi because its possible you could encourage the computer to expand to a specific spot
you can’t move buildings afaik
[2019-10-16. : 10:10 am]
Moose -- martosss
martosss shouted: jjf28 OK, I have 1 more question - are you using 32 bit SC:R or 64 bit ? In game settings there's an option to switch to 32, is it checked? I just tried hosting the map with 64-bit SC:R and it failed... I ticked the option to use 32 bit SC:R => it worked and map was hosted. So I guess the issue still exists for 64 bit SC:R ? I also tried calling a friend and he couldn't see the map when he entered the lobby. Weird, I might have to report this to Blizzard?
IIRC, the plan was to go 64-bit only eventually so they're interested in differences between the versions
[2019-10-16. : 5:27 am]
O)FaRTy1billion[MM] -- or a magic box :(
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