Staredit Network > Forums > SC1 Melee Discussion & Strategy > Topic: Help: Buildings on extended ramps
Help: Buildings on extended ramps
Oct 2 2007, 4:58 am
By: Alventenie  

Oct 2 2007, 4:58 am Alventenie Post #1



From the title, I'm trying to make a melee map that uses neutral buildings to block a larger ramp, that I extended. I can place them in the editor (that was simple), but whenever I start Starcraft and play the game on this map to test certain aspects as i go along, they never spawn in game. Currently I have them under player 12 (neutral), do I have to assign them to a player or leave them neutral, I don't know, would be great if you can answer, ty in advance.



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Oct 2 2007, 8:48 am BeDazed Post #2



They have to be neutral. :\
I don't see any other reason it wouldn't spawn if its on neutral.



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Oct 2 2007, 8:55 am Alventenie Post #3



Hmm, Ive been messing around with it for the past few hours, still detailing it and what not. I've tried them on neutral, taking them off the extended ramp to buildable ground and what not, and they still aren't spawning correctly =(. I dunno what to do now :/, I'll be done the map within a day or two and I hope this doesn't make me wait a while.

ty though for your answer, I'll keep messing with it to see what I can do.



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Oct 2 2007, 10:35 am who Post #4



what editor are you using?



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Oct 2 2007, 9:04 pm Alventenie Post #5



SCMdraft 2 ver 0.8.0



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Oct 6 2007, 1:00 am yenku Post #6



i think you need to use sprites.

if that doesnt work, try this:
http://www.panschk.de/mappage/newsscript/viewarticle.php?newsid=20



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Dec 7 2007, 8:42 pm Maian Post #7



Correct me if I'm wrong, but I thought for "Melee" game type, anything pre-placed is removed (besides critters and start locations)?

And if that's the problem, try running your game with the "Use Map Settings" game type.

EDIT: Hmm... I should pay more attention to posting dates... I was just randomly browsing the forums and came across this... oh well!



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Dec 7 2007, 10:22 pm yenku Post #8



Yeah, you should.

You are wrong. Player twelve units stay.



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Dec 9 2007, 7:59 am blacklight28 Post #9



I tried spawning Player 12 units with triggers and they wouldn't spawn for some reason. If that helps anyone answer a question.



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Dec 9 2007, 10:25 pm yenku Post #10



triggers don't work in melee.



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Dec 10 2007, 1:16 am Falkoner Post #11



Triggers don't work in melee, and preplaced units don't either, but I think disabled sprites work, you could try those, if they don't I KNOW that just plain sprites work.



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Dec 12 2007, 3:33 am blacklight28 Post #12



I know triggers don't work, I'm just saying something about Player 12 units, when I tried to spawn units for Player 12, it didn't work, when I changed the triggers to spawn Player 8 units it did work. I just saying taht this might be related to preplacing Player 12 units.



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Dec 12 2007, 11:45 am y10k Post #13



Use "sprites" -> "unit sprites" -> owner : player12 ; whatever unit building you want.



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Dec 13 2007, 4:55 am blacklight28 Post #14



Yea but what if he's using them to like block the way... Can you kill unit sprites?



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Dec 13 2007, 11:04 am y10k Post #15



They work as normal units/buildings, you can select (and order if you own) them.
There are 2 kind of sprites :
1. they only have visual, dont effect gameplay, i dont count "crash-game" as game effect-_-.
The other one is "unit sprites" i had written earlier. By the way, besides this, i dont know whats the difference between "units" and "unit sprites".

Post has been edited 1 time(s), last time on Dec 13 2007, 11:16 am by y10k.



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May 18 2010, 11:52 pm StarBlue Post #16



Triggers don't work on nuetral players (players 9+ and players set to nuetral) You have to use a computer player to spawn units, and have them ally you so they don't attack. Also, you can't put any nuetral units for melee, but a 0 mineral field would work nicely.



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[05:43 pm]
Zoan -- NudeRaider
NudeRaider shouted: Zoan yes you can.
oh, yeah you’re right. Then yeah if you use an ai script it should be easy to farm unfinished buildings in some unused area on the map and just move them around, right?
[2019-10-17. : 6:06 am]
NudeRaider -- KrayZee
KrayZee shouted: Voyager7456 Somehow I misread your shout. "Glad I can entertain you in Nude" as if you sent a racy photo, video or something.
nah, he just made a comment that had us laughing very hard.
[2019-10-17. : 6:02 am]
NudeRaider -- Zoan
Zoan shouted: sraw531 you can’t move buildings afaik
yes you can.
[2019-10-16. : 10:03 pm]
Dem0n -- no
[2019-10-16. : 8:26 pm]
GGmano -- Is here a forum only for temple siege?
[2019-10-16. : 4:20 pm]
KrayZee -- Voyager7456
Voyager7456 shouted: Glad I can entertain you Nude
Somehow I misread your shout. "Glad I can entertain you in Nude" as if you sent a racy photo, video or something.
[2019-10-16. : 2:26 pm]
martosss -- Moose
Moose shouted: martosss IIRC, the plan was to go 64-bit only eventually so they're interested in differences between the versions
well I might have found 1 bug for them to fix - some maps load on 32 bit, but not on 64 bit game version
[2019-10-16. : 2:19 pm]
Zoan -- sraw531
sraw531 shouted: I'm pretty sure you would move the building away at some point. When you do so, you can give it to someone else. I was thinking nexi because its possible you could encourage the computer to expand to a specific spot
you can’t move buildings afaik
[2019-10-16. : 10:10 am]
Moose -- martosss
martosss shouted: jjf28 OK, I have 1 more question - are you using 32 bit SC:R or 64 bit ? In game settings there's an option to switch to 32, is it checked? I just tried hosting the map with 64-bit SC:R and it failed... I ticked the option to use 32 bit SC:R => it worked and map was hosted. So I guess the issue still exists for 64 bit SC:R ? I also tried calling a friend and he couldn't see the map when he entered the lobby. Weird, I might have to report this to Blizzard?
IIRC, the plan was to go 64-bit only eventually so they're interested in differences between the versions
[2019-10-16. : 5:27 am]
O)FaRTy1billion[MM] -- or a magic box :(
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