Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Stopping A Mass of Units
Stopping A Mass of Units
Jul 3 2009, 1:28 am
By: Buftis  

Jul 3 2009, 1:28 am Buftis Post #1



Is there anyway I can stop a giant mass of units at once?
Only way I could think of was Move All Units To Location, and make it so that the location was off the map, but the downside to this was for some reason, ranged attacks don't go through and can't hit them while they are trying to be "moved" to that location, is there any other way possible or am I going to be stuck using this way? =x



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Jul 3 2009, 1:34 am crutex Post #2



give to p11 and then give back maybe?



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Jul 3 2009, 1:35 am Buftis Post #3



Well, I tried that but they still move then, and i need them to stop completely.



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Jul 3 2009, 1:44 am ForTheSwarm Post #4



Give to a player that isn't p9-12.



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Jul 3 2009, 1:47 am Buftis Post #5



I would, but sadly, im using all the player slots in the map, 6 human, 2 computer.
I think I might be stuck using this method <_<



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Jul 3 2009, 2:16 am Vrael Post #6



There is a very long and aggravating work-around, namely:

Center a small location on each unit, and order that unit to move to itself. Then you can give to a neutral player like P9-12, and continue centering the location on units and ordering them to move to themselves until all the units are owned by the Neutral Player, then give them all back to the previous player. To stop more than one unit in 1 trigger cycle, you could just copy the trigger for the number of units you need to stop per cycle.



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Jul 3 2009, 2:28 am Buftis Post #7



That could work, but I need them to stay stopped, while its going through the trigger cycle, if they gt attacked, they most likely would move again, wouldn't they?
And I need them stopped for maybe about a good second or two.



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Jul 3 2009, 2:36 am crutex Post #8



Why they did not create 'give order' actions for every order a user can make is beyond me :C



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Jul 3 2009, 10:13 am Ahli Post #9

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from crutex
Why they did not create 'give order' actions for every order a user can make is beyond me :C
I would ask myself why the trigger's attack order is different from player's attack order. Having the player's attack command as a trigger order would make some things easier...




Jul 3 2009, 2:37 pm JaFF Post #10



Just so you know, constantly moving a unit to a location he cannot be moved to will negate all ranged attacks that don't have splash damage on that unit.

If you decide to use the constant order to self method, it will guarantee all melee units and certain ranged units are frozen. If memory serves, some units will manage to attack enemies at times even if frozen with this method. Unfortunately, I cannot recall much more; you'll have to test it out yourself (if you do, share your results with the community).

Know that both methods may cause lag when dealing with large amounts of units.



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Jul 3 2009, 4:04 pm Falkoner Post #11



Quote
Give to a player that isn't p9-12.

If you just give it, then give it back in the same trigger, this should work fine, even if you're using all the slots. Just use the other computer.

Are you just trying to stop them once, or freeze them completely?



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Jul 3 2009, 4:42 pm crutex Post #12



Quote from Falkoner
Quote
Give to a player that isn't p9-12.

If you just give it, then give it back in the same trigger, this should work fine, even if you're using all the slots. Just use the other computer.

Are you just trying to stop them once, or freeze them completely?
I imagine he means the equivalent of "hold position"



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Jul 3 2009, 5:20 pm Pyro682 Post #13



Then Keep giving with a preserve trigger. Hyper triggers necessary.



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Jul 3 2009, 5:50 pm rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

You can stop units fairly easily, but only single ones using inverted locations. by giving the unit, it will stop attacking, just like if you had moved it.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 3 2009, 6:03 pm Pyro682 Post #15



True, but he doesn't care about the units themselves attacking, he just cares about them stopping movement, and the others being able to attack.



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Jul 3 2009, 6:55 pm Falkoner Post #16



Ordering to themselves is the only way to stop them and still allow the enemy to attack them. However, the way said to do so previously would not work, since you'd be constantly giving the units in order to order them to themselves, and the unit would be able to slowly move away.

I think a better method would be to center a location on one, move a burrowed unit under it and then give it away, and do the same to all of them until they've all been given away. Then you can continue to do the same thing, except you center the location on the zerglings, give them away, and order the unit to move to that location. Only problem I see with this method is you might get problems if units are near cliffs, and that it doubles the amount of units, so CCMU might become a problem.



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Jul 3 2009, 7:17 pm rockz Post #17

ᴄʜᴇᴇsᴇ ɪᴛ!

zerglings are smaller than everything in all dimensions except ghosts, broods, larva, medic, marine, civilian, infested terran, interceptor, and defiler mound (lol). The problem arises on ghosts/civs when you have unwalkable terrain directly left of the ghost/civ, or directly below any others. So long as you keep them well above the bottom of the arena and far to the right, you'll be fine.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 3 2009, 7:21 pm Falkoner Post #18



Quote
defiler mound

What?!



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Jul 3 2009, 10:42 pm rockz Post #19

ᴄʜᴇᴇsᴇ ɪᴛ!

Defiler mound is 4 down from center, zergling is 11 down from center.




"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 3 2009, 11:48 pm xYoshix Post #20



What do you mean? :wtfage:



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