Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Couple of Questions!
Couple of Questions!
Oct 26 2008, 7:00 pm
By: NooBPooB  

Oct 26 2008, 7:00 pm NooBPooB Post #1



Hey guys.... got a couple of questions for which i need a solution.
1. You know how to make a unit slower ( like moving a burrowed ling ) all the time under the moving unit. So... iīm thinking about a defense where all units walk this slow but i dunno how i should do this cauz it would need thousand of locations.(/regions)
2. How to make the enemy walk together... so there are defenses where 1 unit walks after another... in my defense all units start at the same place but it seems like they couldnt walk together. They walk behind themselves.(sometimes) ( Air units do always like i want , they move all togetehr and never get behind themselves etc becauz they can move "overlapped"...
3. There is the way to make the gamespeed faster. I would need doubled as fast as normal. The only way i found was to make a Scarab for player 15 , but it seems more like x4 than x2(what i would prefere).... In earlier versions it was possible with player13 scarab in the left edge but that doesnīt work anymore... so , different opinions how to make the game x2 , x4 , maybe x6 ?.... Thanks for your Answers!



None.

Oct 26 2008, 7:13 pm Devourer Post #2

Hello

So... I know all anwers for your questions, lucker^^

1) Use a location placed on not walkable terrain... move all "units" from "way" to "unmoveable" with a wait... as shorter the wait, such slower they are [hyper triggers would be usefull]



2) You need MANY locations.... because you place them in a formation, and they'll stop holding that formations when they get more near to the target-locations... just a print:
X ---> Y
X ---> Y
X ---> Y
that would work finde
BUT:
X -\
X ---> Y
X -/
Taht's what they will automatly do if there is only one targetlocation
[X = Spawn Location, Y = Target-location]



3) You only can make it x4... or you make x4 Animation!! [not faster movement] just place a maprevealer [p15] as a first unit for that effect...

hope that helps :>



Please report errors in the Staredit.Network forum.

Oct 26 2008, 9:02 pm NooBPooB Post #3



Could you explain Nr.1 a little bit better? Im not english....

Mybe just with an example.... doesnīt look very difficult...



None.

Oct 26 2008, 9:02 pm Falkoner Post #4



Quote
1) Use a location placed on not walkable terrain... move all "units" from "way" to "unmoveable" with a wait... as shorter the wait, such slower they are [hyper triggers would be usefull]

Unless they're the computer players and you plan on ordering them after doing that, they will just stop.

Quote
Could you explain Nr.1 a little bit better? Im not english....

Mybe just with an example.... doesnīt look very difficult...

Basically, he is saying to move the units to an area they cannot be moved to. This causes them to lose any commands, so if it's a computer player and you do this, then immediately reorder, this will make them sorta pause in between steps, so they will move more slowly.



None.

Oct 26 2008, 10:26 pm NooBPooB Post #5



Another Question for this kind of problem. When i use hyper triggers and then going to use "wait" it needs hours until the trigger gets done.... so how shall i use "wait" Commands if i use hyper triggers @ the same time? I hope you understand what i mean.
In Addition.... what to do with air units in the defense.... how to slow them down.... hmpf....

Post has been edited 1 time(s), last time on Oct 26 2008, 10:42 pm by NooBPooB.



None.

Oct 26 2008, 11:11 pm Falkoner Post #6



Instead of using waits to create pauses, instead use Death Count Timers.

Can't slow down air units, although, if the method he said works, it might also work for air units.



None.

Oct 27 2008, 10:24 am NooBPooB Post #7



Nice page , thank you , looks very easy....
humm.... Someone know a list where the units speed is listed?
Like.... Marine : 5
Vulture : 8 ..... or sth like this... becauz in my def the units donīt have hitpoints... its just about how fast they are... so it would look crap if a fater unit comes before an slower...
Sometimes the difference is nearly not recongnizeable :P



None.

Oct 27 2008, 1:30 pm Devourer Post #8

Hello

Quote from NooBPooB
Nice page , thank you , looks very easy....
humm.... Someone know a list where the units speed is listed?
Like.... Marine : 5
Vulture : 8 ..... or sth like this... becauz in my def the units donīt have hitpoints... its just about how fast they are... so it would look crap if a fater unit comes before an slower...
Sometimes the difference is nearly not recongnizeable :P

Download DATEDIT.... open it, go to "flingly" then select a Unit on the left side... there is one speed counter and one tempo-up counter [how many time it requires to get max speed] I don't know how these counters are called, but select each field and read the information box [at the bottum]

Post has been edited 2 time(s), last time on Dec 13 2008, 11:57 am by DeVouReR.



Please report errors in the Staredit.Network forum.

Oct 27 2008, 2:20 pm NooBPooB Post #9



DATEDIT is very weird. And the speed of the units varieates in a way that cant be... many units have just as topspeed "1" ... for example hydralisk.... and mutalisk got a speed of 1771 or sth like this.... some units are perhaps right , but the most are just not defined...



None.

Oct 27 2008, 2:36 pm Devourer Post #10

Hello

Quote from NooBPooB
DATEDIT is very weird. And the speed of the units varieates in a way that cant be... many units have just as topspeed "1" ... for example hydralisk.... and mutalisk got a speed of 1771 or sth like this.... some units are perhaps right , but the most are just not defined...


ahh y... I also noticed that "bug".... well.... sou maybe you find sth in falkoners homepage about that :D
if not; if you don't need the exactly ifnormations about the speed of (unit), then you can use your mind... harhar
I mean you know which Unit is what fast^^ and you also can create a testmap....
how to make a testmap for that? ->
per Unit 1 location.... one Target Location... name it like this END (UNIT)
create 1 unit of each typ.... [heros always have same speed as their normal unit, so you also can take the normal ones]
each unit with the same lenght away from his target location... run a trigger which works like that

Condition: how ever
Action: order all reavers from ANYWHERE to END REAVER
Action: order all zerglings from ANYWHERE to END ZERGLING
and so on....

just make many 2x2 squares somewhere else on the map and 2 new location... one big one [8x8 to 10x10] and a small one

[2x2] location names: the 8x8 = Z the 2x2 = Y

on each spot you place a borruwed unit... now center location the big one on the first defiler [don't by trigger, place it there with the "location" option... you know what I mean?]

now create a big 2xY location [just in all the "END (UNIT) locations], called ALL UNIT END

Y has to be placed above the first 2x2 spot



So.... now the main trigger:
(remember: ocation names: the 8x8 = Z the 2x2 = Y)
COND: PLAYER brings at least 1 men to "ALL UNIT END"
ACTION: Preverse Trigger
ACTION: Comment (if you want, lol^^)
ACTION: move one/all men from PLAYER to Y
ACTION: Center location Z on BORRUWED UNIT @ Y
ACTION: KILL BORRUWED UNIT @ Z for PLAYER
ACTION: MOVE LOCATION Z on BORRUWED UNIT @ANYWHERE
ACTION: MOVE LOCATION Y on BORRUWED UNIT @ Z


that should work :>
hope that helps [i'm actually too lazy to create a testmap, sry^^]



Please report errors in the Staredit.Network forum.

Oct 27 2008, 3:30 pm NooBPooB Post #11



Iīm also to lazy to make an extra testmap for finding out what unit is how fast...
Another Question... if i want all Canons of 1 Player cloaked , so "disabled".... how to do without 100dīs of regions... i tried to give the canon to one player , and this player always disable the canon in region xx which is on the canon... but that dont work and i dunno why...
i also enabled the canon before but that doesnt seem to help.



None.

Oct 27 2008, 3:35 pm Devourer Post #12

Hello

Quote from NooBPooB
Iīm also to lazy to make an extra testmap for finding out what unit is how fast...
Another Question... if i want all Canons of 1 Player cloaked , so "disabled".... how to do without 100dīs of regions... i tried to give the canon to one player , and this player always disable the canon in region xx which is on the canon... but that dont work and i dunno why...
i also enabled the canon before but that doesnt seem to help.

As far as I know there is no way to disable cannons which are not at a specific location...



Please report errors in the Staredit.Network forum.

Oct 27 2008, 5:01 pm poiuy_qwert Post #13

PyMS and ProTRG developer

Quote from name:
Quote from NooBPooB
DATEDIT is very weird. And the speed of the units varieates in a way that cant be... many units have just as topspeed "1" ... for example hydralisk.... and mutalisk got a speed of 1771 or sth like this.... some units are perhaps right , but the most are just not defined...


ahh y... I also noticed that "bug"....

Its actually not a bug. Not all units use flingy to controll their speed, the iscript of the unit can also be used. So for most units its easy to look in DatEdit, but for others you have to interpret the iscript. There should be a unit speed list lieing around somewhere (check sen wiki/tutorials, i thought i saw it there, or falks/other mappers homepage).




Oct 27 2008, 10:21 pm Falkoner Post #14



Here's a nice list of all unit speeds.

Quote
Iīm also to lazy to make an extra testmap for finding out what unit is how fast...
Another Question... if i want all Canons of 1 Player cloaked , so "disabled".... how to do without 100dīs of regions... i tried to give the canon to one player , and this player always disable the canon in region xx which is on the canon... but that dont work and i dunno why...
i also enabled the canon before but that doesnt seem to help.

You can move a zergling under each cannon as you make it disabled, then cycle a location through them, whenever a new one is created and find the ones without a zergling under them and disable those ones.

An easier method would be to do what many mappers have done, and rather than actually have the player build a cannon to make a cannon, have them build another 2x2 building and replace it with a cannon, and disable it there.



None.

Oct 29 2008, 1:01 pm NooBPooB Post #15



I used the canon just for optics.... so they wonīt be produced by triggers. They burn invisible , thats all... and theyīre in space , no ground under them , so itīs impossible to move a zergling under it ;).... but wayne.. itīs not that important



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2026-4-18. : 3:57 am]
NudeRaider -- https://staredit.net/381600/ You have 5 minutes, then you can only edit your posts.
[2026-4-17. : 4:05 pm]
NudeRaider -- DarkenedFantasies
DarkenedFantasies shouted: you eat lots of beans
:lol:
[2026-4-17. : 11:30 am]
NudeRaider -- I would like 3000 minerals, please
[2026-4-16. : 7:32 pm]
Zoan -- I got $2000 bonus. I would like 2000 minerals, please
[2026-4-16. : 4:15 am]
DarkenedFantasies -- you eat lots of beans
[2026-4-16. : 3:46 am]
IskatuMesk -- how do i get gas
[2026-4-15. : 11:43 pm]
Moose -- you don't
[2026-4-15. : 10:06 pm]
Zoan -- how do i get minerals
[2026-4-14. : 11:45 pm]
ClansAreForGays -- Anyone wanna played Skewed StarCraft?
[2026-4-14. : 12:07 am]
Vrael -- NudeRaider
NudeRaider shouted: Vrael ranting still is though
you're a gentleman and a scholar, thank you
Please log in to shout.


Members Online: 8882a, DarkenedFantasies