Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spider Mines count as Men?
Spider Mines count as Men?
Mar 7 2008, 9:50 pm
By: Polantaris  

Mar 7 2008, 9:50 pm Polantaris Post #1



Is there a way to remove Spider Mines from counting as men? In my map, when I was just testing it, I got a Vulture and the computer got a Scout. A vulture cannot kill a scout so I laid its Spider Mines right next to where the units spawn for that computer. When my Vulture was killed, another Civilian for me did not spawn like normal. This leads me to believe that they count as Men. As such, I either have to find a way to not count them into the check for new Civs, or I have to remove them. Any ideas?

Post has been edited 1 time(s), last time on Mar 7 2008, 10:01 pm by Polantaris.



None.

Mar 7 2008, 10:31 pm Falkoner Post #2



Then why don't you just detect the unit you want to respawn if they die, instead of Men?



None.

Mar 7 2008, 10:34 pm NudeRaider Post #3

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

nope. They count as men.

You cannot change what sc considers men/buildings/factories or any unit.

You can make a few triggers:
#1
Current Player brings at most 0 men to anywhere
-> create civ

#2
Current Player brings at most 1 men to anywhere
Current Player brings at least 1 spidermine to anywhere
-> create civ
-> kill all spider mines

#3
Current Player brings at most 2 men to anywhere
Current Player brings at least 2 spidermine to anywhere
-> create civ
-> kill all spider mines

#4
... etc. you get the idea...
(welcome to sc mapping ;))




Mar 7 2008, 10:41 pm Polantaris Post #4



Ah I didn't think to do that.
Thank ye again sir.
So basically (I have 3 other units that are for detecting cloakers (Observers)), I can just do Conditions like that where I do
Current Player brings exactly 4 men to anywhere
Current Player brings exactly 1 Spidermine to anywhere

Why would I do At most and at least instead of exactly?



None.

Mar 7 2008, 10:42 pm Falkoner Post #5



Doesn't matter, either way works. Only difference is that exactly detects units in bunkers, while at most does not.



None.

Mar 7 2008, 10:46 pm Polantaris Post #6



Oh well no need to worry about that, no bunkers =P Thanks for that info tho.



None.

Mar 7 2008, 10:51 pm Shook1(ConFed) Post #7



Why not just use death count triggers?



None.

Mar 7 2008, 11:02 pm Polantaris Post #8



I was for alittle, then realized the following problems:
When you get a Dark Archon, you can Mind Control, screwing up the triggers. Another thing is when you are a Queen. When you use Spawn Broodling, that will also cause a problem.

Instead of adding several triggers to work with these problems, it was easier just to check your controlled Men to 3 (Your Observers), and then the Vulture problem arised. It also has an easier workaround, and even if Death count triggers had a better one than the one I'm about to implement, it would be a frustration to switch it all again when another solution is in grasp that would solve the problem the same way.



None.

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