Staredit Network > Forums > Modding Assistance > Topic: Making Unit Placeable Like Resources
Making Unit Placeable Like Resources
Jun 27 2009, 4:10 pm
By: Lord_Jeremy  

Jun 27 2009, 4:10 pm Lord_Jeremy Post #1



Hey. My goal is to make a building, specifically the Power Generator, placeable in Staredit like a resource. I think I set the appropriate flags in the Staredit tab of Units in DatEdit. As it is now (see attached mpq and map) the Power Generators are neutrally placed in Staredit, yet when I open the map in a free for all game in Starcraft, the Power Generators disappear. Does anyone know why that's happening? I just realized I'm not using the mineral units anymore so I could probably modify them to serve the same purpose, but I'd rather not.

Attachments:
patch.mpq
Hits: 0 Size: 53.52kb
cp_Astral Balance.scx
Hits: 0 Size: 54.75kb



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Jun 27 2009, 4:55 pm Biophysicist Post #2



It's because all non-mineral/geyser/critter units are removed in melee mode. You could place them as unit sprites in SCMDraft, however.



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Jun 27 2009, 5:17 pm Lord_Jeremy Post #3



Crud. I guess I'll be repurposing one of the mineral units then. Thanks



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Jun 27 2009, 5:19 pm Angle Lock Post #4



TZ is wrong, if you played the recently made professional melee maps, there are some maps that uses xel'naga temple as a road block for ramps. It is definately doable.



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Jun 27 2009, 5:24 pm Angle Lock Post #5



this is more of a mapping business than a modding business, ask this in mapping assistance, and they will probably give you a boom.



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Jun 27 2009, 5:29 pm ForTheSwarm Post #6



Angle Lock, TZ was completely right.

Quote
It's because all non-mineral/geyser/critter units are removed in melee mode. You could place them as unit sprites in SCMDraft, however.

That is how professional melee maps do it.



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Jun 27 2009, 7:38 pm Praecipitator Post #7



Quote from ForTheSwarm
Angle Lock, TZ was completely right.

Quote
It's because all non-mineral/geyser/critter units are removed in melee mode. You could place them as unit sprites in SCMDraft, however.

That is how professional melee maps do it.
i somehow doubt it. sprites wouldn't block anything, would they?

Maybe .got manipulation (set them all to UMS like or modify their triggers) will bring you somewhere...



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Jun 27 2009, 7:53 pm Biophysicist Post #8



There is a difference between pure sprites (which don't block anything) and unit sprites (which do block stuff and may be attacked). Trust me, I know what I'm talking about.



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Jun 28 2009, 4:00 pm poiuy_qwert Post #9

PyMS and ProTRG developer

TZ is correct.




Jun 28 2009, 4:08 pm l)ark_ssj9kevin Post #10

Just here for the activity... well not really

Don't you need a start location for p12 if you use unit sprites?



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Jun 28 2009, 4:53 pm Lord_Jeremy Post #11



lol I only have a vague idea of what these unit sprites are. I've never really used SCMDraft or whatever it's called, the traditional StarEdit was always good enough for me. Anyway, I worried that a unit sprite won't generate creep like it's supposed to so I'm just going to modify one of the mineral patches. My mod idea kinda doesn't use minerals in the same way so that shouldn't be a problem.



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Jun 29 2009, 9:28 pm Yawgmoth Post #12



Maybe some TBL editing can fix the problem. Staredit (or any other map editor) changes its unit tree if you change the stat_txt.tbl. You can make pseudo resources with that, even if they ar not resources, if you change their names in the stat_txt.tbl.

<0>Minerals Type 1<0>*<0>Resources<0> or something like this. Put a similar string to the units you want to change to resources.

Also, you can try changing the presets of the units with the Firegraft program, to change them to powerups, or resources, I don't remember well right now.



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