Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [Solved] Two Minor Things
[Solved] Two Minor Things
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Dec 15 2008, 4:54 am
By: Veyn  

Dec 15 2008, 4:54 am Veyn Post #1



Note, preplacing units is acceptable for both of these

1: Unit Stacking

What I want to do:
I want to have 11 ghosts that are always stacked on top of each other that I can move around and have attack at will. The end result is, you have 1 hero ghost as the control and the extra 11 act as a multishot effect by being able to be moved on top of the Hero Ghost and shoot before being moved away. I've seen this mentioned on the website before but after using the search and looking through the tutorials I haven't been able to find it.

2: Moving Nuclear Missiles

What I want to do:
I basically want to create an Artificial Nuclear Launch, as in, not needing a ghost to launch it. I want to have the Nuclear missile enter from the top of say an 'arena' of sorts and land in the middle where I can add my own explosions by destroying units there. The problem is, the missiles do not react to ordinary order commands and such I cannot create the desired effect of just moving it down the screen. Any solutions to this would be greatly appreciated.

Thanks in advance :)

Post has been edited 2 time(s), last time on Dec 15 2008, 8:25 am by Veyn.



None.

Dec 15 2008, 5:37 am SelfPossessed Post #2



1) Disabled Unit Sprites

http://www.staredit.net/wiki/Sprites (Check the very bottom of this page)

General Idea for Stacking
a. Place disabled sprites on the map
b. Enable Doodad State 1 sprite
c. Order it to move somewhere
d. Repeat for all disabled sprites


2) Patrol AI and Generic Command Target AI

a. Execute Patrol AI script for the computer player who owns the Nuclear Missile. The location should contain the Nuclear Missile.
b. Execute Generic Command Target script for the computer player who owns the Nuclear Missile. The Nuke will run to the location.

Note that this will cause nearly every unit owned by that computer player to run towards the location of the Generic Command Target. Exceptions include but are not limited to:
a. Burrowed units
b. Scarabs/Interceptors/Nukes/Larva that did not have the Patrol AI script run on them.

Post has been edited 1 time(s), last time on Dec 15 2008, 5:42 am by SelfPossessed.



None.

Dec 15 2008, 7:15 am Veyn Post #3



Edit: Nevermind, have worked it out. Thank-you very much for your assistance.

Post has been edited 1 time(s), last time on Dec 15 2008, 8:25 am by Veyn.



None.

Jan 25 2009, 5:27 am poison_us Post #4

Back* from the grave

Quote from SelfPossessed
a. Execute Patrol AI script for the computer player who owns the Nuclear Missile. The location should contain the Nuclear Missile.

Will this make the Nuclear Missile selectable?




Jan 25 2009, 5:33 am Falkoner Post #5



Quote
Will this make the Nuclear Missile selectable?

It's still unselectable.



None.

Jan 25 2009, 5:34 am Biophysicist Post #6



No.



None.

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