Stacking Units?
Oct 28 2008, 7:37 pm
By: Pigy_G  

Oct 28 2008, 7:37 pm Pigy_G Post #1



Okay I've seen concept maps and In a few other maps but I don't fully understand the formula for stacking unit sprites... I know it involves doodad state order and move and stuff but I don't know how to piece it all together, Can somone please explain?



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Oct 28 2008, 8:48 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

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:whistle:

Post has been edited 2 time(s), last time on Oct 29 2008, 3:18 pm by NudeRaider.




Oct 28 2008, 8:48 pm Pigy_G Post #3



<3 Nuderaider <3

EDIT: :flamer: Thats Cloaking -.- :flamer:

Post has been edited 1 time(s), last time on Oct 29 2008, 1:26 am by Pigy_G.



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Oct 28 2008, 9:25 pm Pigy_G Post #4



Okay that cloaked them.. It didn't stack them



None.

Oct 28 2008, 9:30 pm O)FaRTy1billion[MM] Post #5

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Are you placing unit-sprites?

EDIT:
Oh. He linked to cloaking, not stacking.
Place a unit sprite and in the flags disable it. Similar to what was linked to, enable the unit and then order it.



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Oct 28 2008, 9:34 pm Vi3t-X Post #6



Thats for disabling and hiding buildings. :bleh:

There are certain ways to do this, the most common (being zerg), is to place disabled hatcheries which spawn disabled larva.
These larva when morphed turn into cloaked, stackable units.



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Oct 28 2008, 9:37 pm Pigy_G Post #7



I tryed with unit sprites and normal units. Here's my trigger
Trigger
Players

  • All Players
  • Conditions

  • Always
  • Actions

  • Move 1 [Any Unit] for Current Player at 'Location 3' to 'Location One'
  • Disable Doodad State for [Any Unit] for Current Player at 'Location 1'
  • Wait 0 Miliseconds
  • Enable Doodad State for [Any unit] for Current Player at 'Location 1'
  • Wait 0 Miliseconds
  • Issue order to all [Any Unit] owned by Current Player at 'Location 1' Move to 'Location 2'
  • Wait for 59 Miliseconds
  • Move 1 [Any Unit] for Current Player at 'Location 2' to 'Location 0'
  • Perserve Trigger.


  • Location 2 is overlapping Location 1, Does that matter?



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    Oct 28 2008, 9:39 pm O)FaRTy1billion[MM] Post #8

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    Disable it by flags, not triggers.



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    Oct 28 2008, 9:40 pm Pigy_G Post #9



    Okay thanks guys.

    EDIT: for the zerg way do you disabled with checking it or triggers?



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    Oct 28 2008, 9:54 pm Vi3t-X Post #10



    Checking.



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    Oct 29 2008, 12:58 am Falkoner Post #11



    Ugh.. Lemme just make certain, because a lot of wrong information has been posted so far.

    Cloaking uses the disable enable enable method, it does not require sprites and can be done to a normal unit.

    Stacking, however, requires that you preplace disabled sprites, instructions on how to do so can be found hre. In-game, in order to stack the sprite, all you have to do is enable the disabled sprite via triggers, and then order it to move. Make sure that this is done out of site, or the game is likely to crash.

    Stacking sprites this way is really weird in how it crashes or not, when I was working on Fort Ethanios, I found that the number of sprites you were doing it to seemed to affect whether or not it crashed, so if you have crash problems, make sure to test a few things out before just giving up on it.



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    Oct 29 2008, 1:25 am Pigy_G Post #12



    God I love it when falk awnsers my questions, Always so clear. Thanks falk.

    EDIT: Uh... Are there any unit sprites that will crash if you try to stack them?

    Post has been edited 1 time(s), last time on Oct 29 2008, 1:33 am by Pigy_G.



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    Oct 29 2008, 2:11 am O)FaRTy1billion[MM] Post #13

    👻 👾 👽 💪

    Quote from Pigy_G
    God I love it when falk awnsers my questions, Always so clear. Thanks falk.

    EDIT: Uh... Are there any unit sprites that will crash if you try to stack them?
    Most of them. Terran infantry seems to be the most stable in my experience.



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    MapSketch - New image->map generator!
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    Oct 29 2008, 2:39 am Falkoner Post #14



    I'd actually say most work, but as I said, it's actually kinda random, like in one map I was able to stack and cloak High Templars just fine, but when I tried to do it in Fort Ethanios it crashed, you just have to test things out for your map, as it seems to change from map to map.



    None.

    Oct 29 2008, 3:02 am Vi3t-X Post #15



    Quote from Falkoner
    Ugh.. Lemme just make certain, because a lot of wrong information has been posted so far.

    Cloaking uses the disable enable enable method, it does not require sprites and can be done to a normal unit.

    Stacking, however, requires that you preplace disabled sprites, instructions on how to do so can be found hre. In-game, in order to stack the sprite, all you have to do is enable the disabled sprite via triggers, and then order it to move. Make sure that this is done out of site, or the game is likely to crash.

    Stacking sprites this way is really weird in how it crashes or not, when I was working on Fort Ethanios, I found that the number of sprites you were doing it to seemed to affect whether or not it crashed, so if you have crash problems, make sure to test a few things out before just giving up on it.

    Both ways work. If you disable it through checking, certain... strange stuff... can happen.



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    Oct 29 2008, 3:40 am Falkoner Post #16



    Quote
    Both ways work. If you disable it through checking, certain... strange stuff... can happen.

    Yeah, you can do both ways for Zerg, but the triggers(create under arbiter, burrowed, then order) way is much more stable, although you can't burrow without losing cloak when you do it that way.



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    Oct 29 2008, 3:22 pm NudeRaider Post #17

    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

    Quote from Vi3t-X

    Thats for disabling and hiding buildings. :bleh:
    What do you mean? :P




    Oct 29 2008, 5:13 pm Pigy_G Post #18



    lol :P Viet never awnsered, For the zerg stacking with disabled larva you just disable it in game correct? because if its a unit sprite it doesnt spawn larva I thought.



    None.

    Oct 30 2008, 12:35 am Falkoner Post #19



    Quote
    lol :P Viet never awnsered, For the zerg stacking with disabled larva you just disable it in game correct? because if its a unit sprite it doesnt spawn larva I thought.

    For Zerg stacking, the unit must be burrowable, and then you create it under an arbiter, burrowed, and immediately order it to move, it will be cloaked, however the cloak goes away if you burrow.



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    Oct 30 2008, 12:58 am Vi3t-X Post #20



    Not that, he mean't the cloaked zerg stacking.
    Basically a stackable, cloaked unit that is fully functional.



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