Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Determining Unit Count
Determining Unit Count
Aug 9 2016, 3:18 pm
By: Sie_Sayoka  

Aug 9 2016, 3:18 pm Sie_Sayoka Post #1



I'm trying to determine the unit count within my map to prevent CCMU. However there's about 300 units that I cannot detect with the bring or command condition. I assume these would be units like map revealers and doodads. Is there any way to determine the amount of units within the map without having to manually count the undetectable units within the editor? If so is there a list of all the undetectable units.



None.

Aug 9 2016, 7:02 pm NudeRaider Post #2

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


Did you notice the status bar counting the units in ScmDraft 2? 652 units in this screenshot and it counted everything you can see in the screenshot, except the terrain doodads.
It counted map revealers and floor gun doodads. As far as I can tell it counts everything that adds to the unit limit. But you might wanna test that out with the specific unit doodads you're using.

Also keep in mind, that max unit limit is not the only limit you should be concerned about. There's also a sprite limit at 2k or 3k, which you'll likely only reach with extensive sprite doodads, and more importantly the weapon sprite limit - only 100 units can be shooting the same time.




Aug 9 2016, 7:27 pm Sie_Sayoka Post #3



I know about the bar but I need to count the units in-game. Many units are created and removed so counting through the editor isn't ideal unless if I know which units cannot be detected so I can add that on to the detectable units in-game. I'm not very worried about sprite or weapon limit right now as I've kept those limits under control.



None.

Aug 9 2016, 7:43 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

There might be 3rd party programs that do that.

Quote from Sie_Sayoka
if I know which units cannot be detected so I can add that on to the detectable units in-game.
That sounds like it can be found out with a bit of testing since we already know a couple of candidates that are counted (regular units, traps) and a couple that aren't (map revealers, signals). So you only have to test a couple (unit doodads, powerups)




Aug 10 2016, 12:57 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Are preplace only units detectable? I seem to recall aldaris and company were not detectable by bring.



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

Aug 10 2016, 1:34 am Pr0nogo Post #6



Is the command condition also limited in this sense? If so how do you detect unplaceable units in the first place (without modding their unit flags)?




Aug 10 2016, 2:53 am Excalibur Post #7

The sword and the faith

You could use a loop of creating a unit and removing it at a particular location. If the time where the unit did not exist was too long because it could not be created because of ccmu you would then be able to execute any other trigger you would want based on that outcome. I'm sure you could use death counters or something to keep track of how long the unit was absent.




SEN Global Moderator and Resident Zealot
-------------------------
The sword and the faith.

:ex:
Sector 12
My stream, live PC building and tech discussion.

Aug 10 2016, 3:00 am Sie_Sayoka Post #8



Quote from Excalibur
You could use a loop of creating a unit and removing it at a particular location. If the time where the unit did not exist was too long because it could not be created because of ccmu you would then be able to execute any other trigger you would want based on that outcome. I'm sure you could use death counters or something to keep track of how long the unit was absent.
Perfect! Thank you.



None.

Aug 12 2016, 10:24 am O)FaRTy1billion[MM] Post #9

👻 👾 👽 💪

Quote from NudeRaider

Did you notice the status bar counting the units in ScmDraft 2? 652 units in this screenshot and it counted everything you can see in the screenshot, except the terrain doodads.
It counted map revealers and floor gun doodads. As far as I can tell it counts everything that adds to the unit limit. But you might wanna test that out with the specific unit doodads you're using.
It doesn't count tank and goliath turrets. If you placed a tank or goliath, they should count as 2 units.



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]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Aug 13 2016, 2:32 am Sie_Sayoka Post #10



Thanks I was wondering why there were 300 units unaccounted for.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[10:44 pm]
Ultraviolet -- 1337 ejaculator
[10:29 pm]
ejac1337 -- derp
[07:08 pm]
Slyence -- Well shucks ..
[2021-11-26. : 4:02 am]
O)FaRTy1billion[MM] -- Slyence
Slyence shouted: I could've swore I used to have a colored username.
probably, they did get reset at some point
[2021-11-26. : 4:02 am]
Apos -- :wob:
[2021-11-26. : 12:01 am]
UndeadStar -- 🦃 Just saw a new news 🦃
[2021-11-25. : 6:04 pm]
Slyence -- Meme x2
[2021-11-25. : 12:39 pm]
Moose -- meme
[2021-11-25. : 12:25 pm]
Slyence -- I could've swore I used to have a colored username.
[2021-11-24. : 10:56 pm]
RdeRenato -- xd
Please log in to shout.


Members Online: Oh_Man, Roy, MetalGear, TheHappy115