Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Categories of units
Categories of units
Feb 28 2014, 8:53 pm
By: FlameViper  

Feb 28 2014, 8:53 pm FlameViper Post #1

Do spider mines and burrowed units count as [men]?
Would be great if I had an exceptions list for units which I do not want to to be affected by triggers, like observers and map revealers. Which I'd use for mobile spawners, but I don't want the spells to kill them.


Feb 28 2014, 10:15 pm O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

From a preliminary search, spider mines do count as men. Burrowed units will always count as men as they are still the same units, just in a different state.

Map Revealers are unaffected by triggers, unless you are using Remove Units (I think it is), and remove all of them.

From my same preliminary search (meaning I just scrolled through DatEdit), things that are not men:
scanner sweep, zerg larva, zerg egg, mutalisk cocoon, protoss scarab, lurker egg, map revealer, disruption web, all buildings, all powerups, all resources, doors and hatches, and trap units.
For the last part of that list, anything with a unit ID of 105 (Disruption Web) or above is not Men.

TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img][/img] times!

Feb 28 2014, 11:33 pm Lanthanide Post #3

This wiki page has a list of known oddities about SC, including bits about some units that don't count as [men] which logically should, etc.

I don't think it has anything about spider mines (probably because they do count as [men]), but it has info for other units, so it's worth reading before you waste hours trying to find out why something doesn't work.


  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[05:27 pm]
martosss -- If you can give me a solution that would fill P1 I'd appreciate it :)
[05:26 pm]
martosss -- So the game fills first the force with most open slots, then alternates ... I saw it in melee maps too - there all players are in the same force and even though the mode is top vs bottom, those 2 new forces are generic and joining players are filling the lobby from top to bottom because it's the same force. I've seen other maps where they Alternate and I assume that's because there the map had 2 forces
[05:25 pm]
martosss -- oops, can't write new lines .. oh well ... force1 : P1, force 2: P2, P3, P4, P5, P6, P7 ... force 3: CPU P8 and P2-6 gets filled first
[05:24 pm]
martosss -- no, jjf, my current setup is force1
[04:00 pm]
jjf28 -- I believe slots fill according to ascending player number, so if the observer is player 1, they'll land in that slot first, if the observer was player 8, they'll land in that slot last
[02:57 pm]
martosss -- Hey folks, a quick question ... when people enter a map lobby, can you force them to go in a particular force first? I have a map where there is 1 player, 6 spectators and 1 computer. The players always enter and go to the observer section first. I want them to first go to the player slot if it's free. Is that possible?
[07:35 am]
MasterJohnny -- stole*
[07:35 am]
MasterJohnny -- some russian asshole my account
[2020-8-13. : 3:41 pm]
Ultraviolet -- :wob:
[2020-8-12. : 1:16 pm]
Zycorax -- :wob:
Please log in to shout.

Members Online: SEOEdmonton, Roy