Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Changing Upgrade Amounts
Changing Upgrade Amounts
Apr 23 2008, 11:48 pm
By: xAlkalix  

Apr 24 2008, 2:42 am stickynote Post #21



I guess that makes sense, since starcraft melee only has 3 upgrades max per a particular upgrade.



None.

Apr 24 2008, 6:41 am NudeRaider Post #22

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

I think creating the units with a % of their max hp is the best you can achieve.
Unlike said above you CAN use P9-12. They CAN be ordered, but you have to create the units for another player and give it to them, as you cannot create units for neutral players.
Also every trigger that is to affect them must be owned by one of P1-8 because neutral players also cannot execute triggers.




Apr 24 2008, 11:17 pm xAlkalix Post #23



in order to make it more skill-based with less triggers...
theres a max amount of units you can spawn each round(without loosing the round automatically), and I gave the computers a decent amount of upgrades...
Right now I'm working out the kinks on how many upgrades you can get(and how often)... it's seeming to work ok so far.



None.

Apr 25 2008, 12:09 am Ahli Post #24

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from name:devilesk
Upgrades aren't retained when you give them to another player.
some upgrades will be transfered when given like the reaver's scarab damage, marine's range and zealot's speed.

edit: just to make it clear: you cannot take the upgrades away (like reducing scarab damage upgrades)

Post has been edited 1 time(s), last time on Apr 25 2008, 12:11 am by Ahli. Reason: becoming tired




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