Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Removing: Warning
Removing: Warning
Oct 11 2007, 12:58 pm
By: ION  

Oct 11 2007, 12:58 pm ION Post #1



Possible to remove that annoying Warning Unit cannot be created crap in a game?



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Oct 11 2007, 2:25 pm Twitch Post #2



Quote from ION
Possible to remove that annoying Warning Unit cannot be created crap in a game?
Sure make sure you don't have triggers that cause it :P.



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Oct 11 2007, 3:29 pm NudeRaider Post #3

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 ION
Possible to remove that annoying Warning Unit cannot be created crap in a game?
You can only remove the soure, as twitch stated, namely the trigger that tries to create a unit where its not possible.
But the warnings themselves cannot be disabled.

When you talk about your zone control map and hyds cannot spawn because the zone is full I advise you to add a condition to the spawn trigger that checks if at most 100 hyds at zone x. This will stop the spawning, but wont inform the player that his army isnt growing anymore.




Oct 11 2007, 5:17 pm Ahli Post #4

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

3 triggers and 1 location in a unused area of the map.
1.create the unit in a location in a seperated area of the map. (2x2 for 1 unit is enough, if it is a ground unit)
2.try to move the unit to its normal spawn location.
3.if it is still in the seperated area, remove it.

you can use the same location for multiple units and players.




Oct 11 2007, 9:35 pm Kenoli Post #5



I assume you're referring to the Cannot Create More Units (CCMU) error. This only occurs when you try to exceed the 1700 unit limit.
Your map probably has many unnecessary units. Look for units that serve no purpose and remove them. If you use large numbers of any particular unit type, consider making them stronger and using less. Etc.



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Oct 11 2007, 9:58 pm Moose Post #6

We live in a society.

Put "All Players commands at most [unit limit - 1700 these days?]" in the conditions for any trigger that makes units. Then more units literally can not be created, thus eliminating any limit that goes with their creation. If there are certain "important" units that have to be created, don't put limits on their triggers and put at most 1600 or whatever on the spawns that aren't important, which will allow room for the "important" spawns.




Oct 11 2007, 11:49 pm Kenoli Post #7



Quote
1700 these days?
Some people think it is 1650. It is not.



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Oct 11 2007, 11:51 pm blacklight28 Post #8



When I press a bunch of numbers in my SCMDraft2 settings it comes out as 1650. I dunno which one is right. I'm thinking 1700 is though.



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Oct 12 2007, 11:21 am ION Post #9



I'm using scmdraft 2 by the way. In profile settings, advanced options under unit limit I have it set to 65,000. Although it won't actually let that many units on the screen. But anyways thats not the problem. It's creating the units in each zone I have.
BTW the error is Unreplacable units. Sry about that. So once the zone is full, gives error.

Can I set for each player only so many units that can produce, because later in the game the player with the most units, seems to produce units before the rest?

Quote
AES, 3 triggers and 1 location in a unused area of the map.
1.create the unit in a location in a seperated area of the map. (2x2 for 1 unit is enough, if it is a ground unit)
2.try to move the unit to its normal spawn location.
3.if it is still in the seperated area, remove it.

you can use the same location for multiple units and players.

Ok each player starts with 1 zone, that produces hydras, later on if I have 3 zones, how to I tell the units being spawned in the separated location to spawn in the right zones, or will it evenly place them?
Or do I tell it only to produce units where a sunken colony is?
Once the zone is full, and a unit is in the separated location and cannot goto zone, remove the unit in the separated location.

Phew this is a bit confusing for me...
But ty guys for the help!!!



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Oct 12 2007, 11:22 am AntiSleep Post #10



Use a buffer to spawn your units, only spawn units into the buffer if the buffer is empty, and always move units from the buffer to where they belong, if you make the buffer hold more than 1 unit at a time you can still warn the player if they are approaching the max units, so they can move some.



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Oct 12 2007, 11:27 am AntiSleep Post #11



Quote from ION
location to spawn in the right zones, or will it evenly place them?
have a trigger per zone that moves 1 hydra from the buffer to the zone, if current player commands at least 1 sunken colony at the zone, you can use 1 buffer for all players if you create with properties(invincible) and disable invincibility when they reach the board.

Then you duplicate the whole set, and if they cannot be moved to the proper zone, they will just go somewhere else(until all the player owned zones are filled, at which point they stay in buffer and prevent more from spawning).



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Oct 12 2007, 12:07 pm ION Post #12



Omg this is nuts. I understand what ur getting at though.
It's setting up the triggers correctly and in the right order, is what's hard for me.

Quote
they will just go somewhere else
Where is somewhere else?
Won't I get the same error in the buffer if it's full?

Should I just delete all my zone trigs and start fresh, cause I still have to modify each trig if I add the buffer etc.



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Oct 12 2007, 12:32 pm Akar Post #13



Quote
When I press a bunch of numbers in my SCMDraft2 settings it comes out as 1650. I dunno which one is right. I'm thinking 1700 is though.
Safety precaution so you don't break the engine with the editor.



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Oct 12 2007, 12:35 pm ION Post #14



This is what I came up with, idk if I should set Commands the Least or Most?

Trigger("Player 1"){
Conditions:
Always();

Actions:
Create Unit with Properties("Player 1", "Zerg Hydralisk", 1, "MainBuffer", 1);
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Commands the Most At("Zerg Hydralisk", "MainBuffer");

Actions:
Remove Unit At Location("Player 1", "Zerg Hydralisk", 1, "MainBuffer");
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Command the Least At("Zerg Hydralisk", "MainBuffer");

Actions:
Move Unit("Player 1", "Zerg Hydralisk", 1, "MainBuffer", "-RED START");
Set Invincibility("Player 1", "Zerg Hydralisk", "-RED START", disabled);
Preserve Trigger();
}

//-----------------------------------------------------------------//

Post has been edited 2 time(s), last time on Oct 12 2007, 1:06 pm by ION.



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Oct 12 2007, 1:50 pm NudeRaider Post #15

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 ION
I'm using scmdraft 2 by the way. In profile settings, advanced options under unit limit I have it set to 65,000. Although it won't actually let that many units on the screen. But anyways thats not the problem. It's creating the units in each zone I have.
That wont affect the limit. Its only an option to adjust the editor to possible Patches to bw which change that limit.




Oct 12 2007, 2:05 pm AntiSleep Post #16



I would probably make a buffer with enough room for around 100 hydras, spread over 4-8 spawn locations(and a constant move order to the middle of the buffer), and use countoffs in powers of 2 to actually spawn hydras in the buffer (you would need a death counter or custom score to count the number of zones, unless you are using computer players), once you spawn the same number of hydras as sunkens for that player, you cycle through the zones, moving a hydra to the zone until you either fill them, or run out of hydras, if there are no zones left, you give the player a warning, and if the player does not move hydras, he would start forfeiting spawns(make the triggers that create hydras detect the number of hydras in the buffer, only run if there are few enough hydras for the spawn to fit in. Alternatively, you could check the number of hydras in each zone, and spawn in the empty ones if some have filled (you would have to test how many hydras can fit in a zone without becoming unplaceable, take into account dead space caused by moving hydras around).



None.

Oct 12 2007, 2:06 pm ION Post #17



Started over, only have this.
I can't add a trig that tells the buffer to stop moving units to the zone, after so many units are there.
?...

Trigger("Player 1"){
Conditions:
Always();

Actions:
Create Unit with Properties("Player 1", "Zerg Hydralisk", 1, "MainBuffer", 1);
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Command the Least At("Zerg Hydralisk", "MainBuffer");

Actions:
Move Unit("Player 1", "Zerg Hydralisk", 1, "MainBuffer", "-RED START");
Set Invincibility("Player 1", "Zerg Hydralisk", "-RED START", disabled);
Preserve Trigger();
}

//-----------------------------------------------------------------//

EDIT:
68 hydras can spawn, before Warning.

There needs to be a Command that lets you set the # of Unit by Plyr at Location...wtf

Post has been edited 1 time(s), last time on Oct 12 2007, 2:12 pm by ION.



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Oct 12 2007, 2:09 pm AntiSleep Post #18



Quote from ION
Started over, only have this.
I can't add a trig that tells the buffer to stop moving units to the zone, after so many units are there.
?...
you don't have to, if it cannot move them they will remain in the buffer, it wont even complain.
Quote
Trigger("Player 1"){
Conditions:
Always();

Actions:
Create Unit with Properties("Player 1", "Zerg Hydralisk", 1, "MainBuffer", 1);
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Command the Least At("Zerg Hydralisk", "MainBuffer");

Actions:
Move Unit("Player 1", "Zerg Hydralisk", 1, "MainBuffer", "-RED START");
Set Invincibility("Player 1", "Zerg Hydralisk", "-RED START", disabled);
Preserve Trigger();
}

//-----------------------------------------------------------------//
the triggers that create the hydras is conditional on the number of sunkens the player commands. You can either store the number of zones in a death counter or score variable, or you can duplicate the trigger 50 times, once for each quantity of zones.



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Oct 12 2007, 2:18 pm ION Post #19



Well I know I could do all this, but setting up all the triggers is the hard part for me.
Any links to tuts etc.
I think this is just out of my league.



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Oct 12 2007, 2:33 pm ION Post #20



Quote
I would probably make a buffer with enough room for around 100 hydras, spread over 4-8 spawn locations(and a constant move order to the middle of the buffer)

I need a buffer inside a buffer? The buffer I have now none of the players can go into and is big enough to spawn 100 or more hydras.
It also has to be spread over each or all player start locations??..

Here's the map,

http://www.2shared.com/file/2376580/63ba978f/HydraZoneChess_AccuSync_v2.html

If anyone would like to test it out, just to see what I have, would be wonderful!
Alot of this is confusing the !@#$ out of me, but I don't want to give up. Plus you guys have been a huge help to me! ty again!

*If you play the map, I have the Computer constantly rushing you, just to let you know, ty.



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