Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: SCMDraft - Sprites Trouble
SCMDraft - Sprites Trouble
Nov 23 2007, 10:57 pm
By: Hug A Zergling  

Nov 23 2007, 10:57 pm Hug A Zergling Post #1



Is there anyway to control the sprites in SCMDraft so they can appear at a certain location at a certain type. I want it to appear like a trigger would make a unit to appear at a certain location.

Thanks, Hug A Zergling



None.

Nov 23 2007, 11:25 pm Roy Post #2

An artist's depiction of an Extended Unit Death

You can't create sprites with triggers. You cannot control sprites with triggers (well, almost).

If you're referring to unit sprites, there is a way to have them appear at a location at a certain (type?) time. You cannot create them with triggers, but you can pre-place them and move them to the location.

If you're referring to doodads, there is no real way to control them with triggers. I say this with a lot but not full confidence.




Nov 23 2007, 11:28 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

Sprites can only be preplaced. Same for doodads. But you can disable/enable some of them to hide them.




Nov 24 2007, 12:03 am Hug A Zergling Post #4



Quote from NudeRaider
Sprites can only be preplaced. Same for doodads. But you can disable/enable some of them to hide them.

Alright, so is there a way to hide them until I need them to appear? (Not unit sprites)



None.

Nov 24 2007, 4:22 am Roy Post #5

An artist's depiction of an Extended Unit Death

It depends on the doodad... I guess. I don't know, this is a shot in the dark.

Basically, some doodads can be set to a disabled state. When disabled, they become "cloaked" and therefore invisible to the players. So, if you want a doodad to appear later in your game:

1. Start by disabling the doodad (disable doodad state) and it will "cloak"
2. When you want it to appear, enable doodad state and it will "uncloak"

This is my assumption. If there was a way to affect doodads, this would be it.




Nov 24 2007, 11:52 am NudeRaider Post #6

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

Yeah, correct. You can't disable all doodads / units. Examples you might know are bunkers and tanks...

Oh... and while I'm writing it comes into my mind that its possible that this won't work at all for sprites and doodads but just for units... I've seen a list on Falkoners page (can't find it anymore ... $%&§%&) which describes what you can disable with what effect.

Maybe just try out if it works with the sprites / doodads that you want to use. But keep in mind that the disable/enable action only affects ONE unit in the location and it will be always the SAME. You would need as many locations as doodads placed or find a way to center the location on the doodad (preplaced obs for P12 for instance that you remove after disable / enable is done).

Sry that I can't be more helpful I've only done it with units so far...




Nov 24 2007, 1:37 pm Hug A Zergling Post #7



Thanks, I realize that "cloaking" sprites wont work in my map, I'll have to try something else. But i'll remeber that incase I ever need sprites. :)



None.

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