Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Another one on starting energy/scarabs/interceptors
Another one on starting energy/scarabs/interceptors
Jan 18 2021, 10:01 pm
By: Fruitdispenser  

Jan 18 2021, 10:01 pm Fruitdispenser Post #1

I'm trying to do some kind of Mercenaries map.
In Mercenaries II, when a special unit was created what actually happened was that a normal unit was created but it was replaced by a special unit, with stats. That means that special units ignore rally points.
What I'm doing is, using EUD3, changing the dependencies of special units, so for example, Allan schezar special unit needs [(current unit is...)Factory && not being lifted] & (must have Armory) and gets created at a factory, like a normal goliath

The issue comes with Reavers and energy units, becaus with EUD3 I can't find starting stats to modify.
No sweat, I said, I'll just go to farty's list and surely there must be something of help. Well, sort of.

Plenty of stuff with CUnits is unsupported in Remastered.

The endgame here is make special units preserve rally points. One way was just enabling those units in normal buildings with EUD's, but as I can't set starting stats, I'm looking for other ways. Any suggestion?


Jan 20 2021, 9:59 pm Butch Post #2


I dont use eud editor but you'd probably have more luck asking this question in the discord in the eud discussion channel


Jan 24 2021, 11:13 pm Fruitdispenser Post #3

Quote from Butch
I dont use eud editor but you'd probably have more luck asking this question in the discord in the eud discussion channel
Invalid invitation :(


Jan 25 2021, 10:13 am 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 has no expiration date

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