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?
None.
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
http://www.staredit.net/100957/
Post has been edited 2 time(s), last time on Oct 29 2008, 3:18 pm by NudeRaider.
Okay that cloaked them.. It didn't stack them
None.
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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Thats for disabling and hiding buildings.
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.
None.
I tryed with unit sprites and normal units. Here's my trigger
All Players
Always
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?
None.
Disable it by flags, not triggers.
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Okay thanks guys.
EDIT: for the zerg way do you disabled with checking it or triggers?
None.
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.
None.
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.
None.
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.
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!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
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.
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.
None.
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.
None.
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
Thats for disabling and hiding buildings.
What do you mean?
lol
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.
lol
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.
None.
Not that, he mean't the cloaked zerg stacking.
Basically a stackable, cloaked unit that is fully functional.
None.