Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Unplacable Units
Unplacable Units
May 4 2009, 12:03 am
By: xYoshix  

May 4 2009, 12:03 am xYoshix Post #1



For a spell, I have a broodling who "morphs" into an Infested terran. The problem is that sometimes, when the broodling is near an unplacable area, the IT can't be placed (or moved, in my case). Is there any way around this? Thanks in advance.



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May 4 2009, 12:11 am JrOSTAD Post #2



hmmm, not that i can think of, about all the advise i can give is to avoid unplacable areas till someone else can tell you how to get around it.



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May 4 2009, 12:13 am xYoshix Post #3



How would I be avoiding them if I won't always be the person playing it? Gee thanks for the halp :><:



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May 4 2009, 12:17 am ForTheSwarm Post #4



Use Move instead of Create.



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May 4 2009, 12:20 am xYoshix Post #5



I did use move, but it still wouldn't move to the destination.



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May 4 2009, 12:49 am MadZombie Post #6



You sure it's near an unplaceable and not actually unplaceable? Aren't IT's bigger than Broods? :\

I mean if I'm right then your basically asking if you can add more locations then the max (255 or something??). You cannot (right?) All i can recommend is that you give the currency back when that spell is casted. I know it's a spell ;D

Or you could do some complicated thing that makes more then one placeholder unit and center the location around one (the place holder unit would have to be bigger than the IT to be efficient) and then remove that/those place holder unit and move the IT their. Use explosions and flashy shit to try to hide that. All i can think of for right now.



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May 4 2009, 1:03 am ForTheSwarm Post #7



Move all the surrounding units to a storage area, move the broodling, then move the surrounding units back. This, obviously, has drawbacks, such as split-second invincibility/no attack for the moved units.



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May 4 2009, 1:40 am xYoshix Post #8



The problem isn't really with the units. The terrain is the main issue. It can block the entry of the IT, so it's stuck to where it was placed. I tried Zombie's method of making a placeholded, but that doesn't work either. I'm trying to find a way to kind of shift the location so it is not centered on a piece of unwalkable terrain. Is there a possible way of doing this?



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May 4 2009, 1:44 am ForTheSwarm Post #9



OH! That's what you wanted. Sorry, I thought you meant something else.

Mobile grid:
Move a burrowed unit to each of the 9 grid spots. If you detect a burrowed unit at a grid spot, move the Infested Terran there. If you don't, try to detect a burrowed unit at another grid spot. If you can't detect a burrowed unit at any of the grid spots, refund the mana and say "No room for the Infested Terran" or something.



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May 4 2009, 2:10 am xYoshix Post #10



Quote from ForTheSwarm
OH! That's what you wanted. Sorry, I thought you meant something else.

Mobile grid:
Move a burrowed unit to each of the 9 grid spots. If you detect a burrowed unit at a grid spot, move the Infested Terran there. If you don't, try to detect a burrowed unit at another grid spot. If you can't detect a burrowed unit at any of the grid spots, refund the mana and say "No room for the Infested Terran" or something.

This sounds like a good idea, but it also sounds complicated. I'll try it. I have another question. Does the Size of location alter wiether or not a unit is placable?



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May 4 2009, 3:25 am Pyro682 Post #11



It depends on where the center of the location is, kinda Like an Arbiter's Recall.

An Arbiter's Recall has room for X amount of Units (Basically, alot of space)

However, if that arbiter is over the water (Being the center of the recall area) then the Recall is nullified, no matter how close the arbiter is to walkable terrain.

So, when dealing with units, how many there are, and whatnot, yes, size matters.
When dealing with walkable terrain, Size doesn't matter.
When Dealing with sex, Size Always matters. :hurr: Hahahaha

I suggest you go with a 1x1 Mobile grid.
(Instead of creating devourers, make an Alternating sequence of Protoss Observers and Scourges)
Basically, the trigger would look something like this.

If you "Morph" from the broodling to the Infested Terran whenever "Switch X" Goes ON, then here's what would happen. (Player 1 is the morpher)
Actually, Now that I think about it, you'd just technically use a creation sequence, not a full mobile grid.

In this case, you would have a 3x3 Location labeled "Grid Goes Here", and a 1x1 Location labeled "Grid Pick"
In addition, I've named your Infested Terran Storage "Storage" (Place where the Infested Terran Sits when it's not morphed.)
Player 4 is just any player you want in the game. I just used Player 4 because I wanted to throw some purple in there. :hurr:

TRIGGER: _______________________________________________ .
Players:
Player 1
Conditions:
Switch "X" Is Set
Actions
Center Location "Grid Goes Here" on Zerg Broodling owned by Player 1 at "Anywhere"
Create "1" Zerg Scourge for Player 1 at "Grid Goes Here"
Center Location "Grid Pick" on Zerg Scourge owned by Player 1 at "Grid Goes Here"
Move "All" Infested Terran owned by Player 1 at "Storage" to "Grid Pick"
Give "All" Zerg Scourge owned by Player 1 at "Grid Goes Here to "Player 4"
Give "All" Protoss Observer owned by Player 1 at "Grid Goes Here to "Player 4"
Create "1" Protoss Oberver for Player 1 at "Grid Goes Here"
Center Location "Grid Pick" on Protoss Observer owned by Player 1 at "Grid Goes Here"
Move "All" Infested Terran owned by Player 1 at "Storage" to "Grid Pick"
Give "All" Zerg Scourge owned by Player 1 at "Grid Goes Here to "Player 4"
Give "All" Protoss Observer owned by Player 1 at "Grid Goes Here to "Player 4"
Create "1" Zerg Scourge for Player 1 at "Grid Goes Here"
Center Location "Grid Pick" on Zerg Scourge owned by Player 1 at "Grid Goes Here"
Move "All" Infested Terran owned by Player 1 at "Storage" to "Grid Pick"
Give "All" Zerg Scourge owned by Player 1 at "Grid Goes Here to "Player 4"
Give "All" Protoss Observer owned by Player 1 at "Grid Goes Here to "Player 4"
Create "1" Protoss Oberver for Player 1 at "Grid Goes Here"
Center Location "Grid Pick" on Protoss Observer owned by Player 1 at "Grid Goes Here"
Move "All" Infested Terran owned by Player 1 at "Storage" to "Grid Pick"
Give "All" Zerg Scourge owned by Player 1 at "Grid Goes Here to "Player 4"
Give "All" Protoss Observer owned by Player 1 at "Grid Goes Here to "Player 4"
Create "1" Zerg Scourge for Player 1 at "Grid Goes Here"
Center Location "Grid Pick" on Zerg Scourge owned by Player 1 at "Grid Goes Here"
Move "All" Infested Terran owned by Player 1 at "Storage" to "Grid Pick"
Give "All" Zerg Scourge owned by Player 1 at "Grid Goes Here to "Player 4"
Give "All" Protoss Observer owned by Player 1 at "Grid Goes Here to "Player 4"
Create "1" Protoss Oberver for Player 1 at "Grid Goes Here"
Center Location "Grid Pick" on Protoss Observer owned by Player 1 at "Grid Goes Here"
Move "All" Infested Terran owned by Player 1 at "Storage" to "Grid Pick"
Give "All" Zerg Scourge owned by Player 1 at "Grid Goes Here to "Player 4"
Give "All" Protoss Observer owned by Player 1 at "Grid Goes Here to "Player 4"
Create "1" Zerg Scourge for Player 1 at "Grid Goes Here"
Center Location "Grid Pick" on Zerg Scourge owned by Player 1 at "Grid Goes Here"
Move "All" Infested Terran owned by Player 1 at "Storage" to "Grid Pick"
Give "All" Zerg Scourge owned by Player 1 at "Grid Goes Here to "Player 4"
Give "All" Protoss Observer owned by Player 1 at "Grid Goes Here to "Player 4"
Create "1" Protoss Oberver for Player 1 at "Grid Goes Here"
Center Location "Grid Pick" on Protoss Observer owned by Player 1 at "Grid Goes Here"
Move "All" Infested Terran owned by Player 1 at "Storage" to "Grid Pick"
Give "All" Zerg Scourge owned by Player 1 at "Grid Goes Here to "Player 4"
Give "All" Protoss Observer owned by Player 1 at "Grid Goes Here to "Player 4"
Create "1" Zerg Scourge for Player 1 at "Grid Goes Here"
Center Location "Grid Pick" on Zerg Scourge owned by Player 1 at "Grid Goes Here"
Move "All" Infested Terran owned by Player 1 at "Storage" to "Grid Pick"
Give "All" Zerg Scourge owned by Player 1 at "Grid Goes Here to "Player 4"
Give "All" Protoss Observer owned by Player 1 at "Grid Goes Here to "Player 4"
Remove "All" Any Unit for Player 4 at "Grid Goes Here"
Clear Switch X
COMMENT
Preserve Trigger
-----------------------------------------------------------------

Now, remember, I didn't put in an Action to Get rid of the broodling. I didn't know whether or not to move it or kill it or remove it.
So, I know. It's pretty meaty, but Try to animate it in your head in slow motion.
What this does is Creates units on a 1 by 1 basis, and then Centers a location on them in counter-clockwise format, trying to move the infested terran each time.
You don't have to worry about it moving multiple infested terrans, cuz we're dealing with only 1 here :)
If it is more than 64 actions, (Dunno, haven't checked yet) just Link it with another by using a switch or Death Count.
And Umm... I think that's it.



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May 4 2009, 2:45 pm NudeRaider Post #12

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 Pyro682
Huge paradise bird trigger

This works just as well: (No need for giving. Also using Current Player makes porting it to other players easier)
Players:
Player 1
Conditions:
Switch "X" Is Set
Actions
Center Location "Grid Goes Here" on Zerg Broodling owned by Current Player at "Anywhere"
Remove "1" Zerg Broodling for Current Player at "Grid Goes Here" (or move or whatever you want)
Move "1" Infested Terran owned by Current Player at "Storage" to "Grid Goes Here"
Create "9" Zerg Scourge for Current Player at "Grid Goes Here"
--- Repeat
Center Location "Grid Pick" on Zerg Scourge owned by Current Player at "Grid Goes Here"
Remove "1" Zerg Scourge for Current Player at "Grid Goes Here"
Move "1" Infested Terran owned by Current Player at "Storage" to "Grid Pick"
--- 9 times




May 6 2009, 12:12 am kidblaze Post #13



Make the location in which the Infested spawns bigger. If the location is bigger, instead of creating a unit in the exact middle of a location, it is able to set them off to the side of the location instead of the direct middle.Or you can make a trigger that it first removes the broodling and places a big burrowable unit (such as a lurker) in that location. If the lurker is unplacable, it then removes the burrowed lurker and recreates the broodling and displays a text like "INVALAD PLACMENT" or something that way it notifies the player so that they step away from a wall or other unplacable terrain. If the lurker is placable then have the trigger remove the lurker and create an infested.
That help? :)

Post has been edited 1 time(s), last time on May 6 2009, 12:15 am by kidblaze. Reason: forgot to define the remove lurker part



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May 6 2009, 12:20 am xYoshix Post #14



Quote from kidblaze
Make the location in which the Infested spawns bigger. If the location is bigger, instead of creating a unit in the exact middle of a location, it is able to set them off to the side of the location instead of the direct middle.Or you can make a trigger that it first removes the broodling and places a big burrowable unit (such as a lurker) in that location. If the lurker is unplacable, it then removes the burrowed lurker and recreates the broodling and displays a text like "INVALAD PLACMENT" or something that way it notifies the player so that they step away from a wall or other unplacable terrain. If the lurker is placable then have the trigger remove the lurker and create an infested.
That help? :)

I've tried this. It doesn't work. I already created a detection system to detect wither the IT is placable or not.

As for Pyro/Nuderaider's idea, It worked! thanks for your help, guys.



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May 6 2009, 1:52 am Falkoner Post #15



Quote
This sounds like a good idea, but it also sounds complicated. I'll try it. I have another question. Does the Size of location alter wiether or not a unit is placable?

Yeah, I had this same problem when making Random Quest RPG, it doesn't matter if your location is a pixel or a 10x10 box, you'll get the same result, although I still don't get why you can get a unit into a little corner, but you can't create one there, even if it's smaller than the previous one :-_-:



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