Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Disabled Bunkers Visible?
Disabled Bunkers Visible?
Jun 29 2009, 8:50 am
By: Hypocrite.  

Jun 29 2009, 8:50 am Hypocrite. Post #1



I'm trying to make a make with disabled bunkers than can cloak, but for some odd reason, when I'm unvisioned to myself I can see my bunkers, why is this? I added a hypertrigger to try and see if I wasn't REALLY unvisioning myself, but with various tests I could see I was definately unvisioned to myself. If so, why can I see these bunkers? It doesn't make sense. I apologize in advance for any angry tone I may have, I am a bit frustrated as I have been trying to fix this for a few days.



None.

Jun 29 2009, 9:56 am Echo Post #2



It's just the way that Starcraft is. It's like if you explored the area, saw the buildings there, and you left the area, there would be a Fog of War. Same thing with unvisioning yourself. You can't really do much to change that.



None.

Jun 29 2009, 10:04 am Hypocrite. Post #3



It's not just disabled bunkers, it's all cloaked units, dark templars, ghosts, etc. And they don't just show on the minimap, I can select them and everything.



None.

Jun 29 2009, 10:08 am Echo Post #4



You mind posting the map?



None.

Jun 29 2009, 12:27 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

I believe you can see cloaked units you own, even if they don't give vision.

You should use a different player if you don't want to see them. For the bunkers, you can always move the bunkers and they will be completely "invisible" but still fire in their original location.



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

Jun 29 2009, 3:10 pm Kaias Post #6



Quote from Hypocrite.
It's not just disabled bunkers, it's all cloaked units, dark templars, ghosts, etc. And they don't just show on the minimap, I can select them and everything.
You always have detection on your own units, even if you disable vision with yourself. You can keep them hidden though behind fog.



None.

Jun 29 2009, 7:02 pm Hypocrite. Post #7



Quote from rockz
I believe you can see cloaked units you own, even if they don't give vision.

You should use a different player if you don't want to see them. For the bunkers, you can always move the bunkers and they will be completely "invisible" but still fire in their original location.

How can I move them so that they can create constantly? When I've tried that before I can do it only once.



None.

Jun 29 2009, 8:00 pm Vrael Post #8



The way most people do it, is by stacking 50 or so buildings on top of one another inside the 2x3 location that you plan on moving the bunkers to. Use "snap to tile" and "snap to grid" for the buildings/locations to place correctly, then when you go to move the bunker, remove 1 of the stacked buildings first. This "clears" the terrain below it, despite the fact that there are still buildings there, and each time you "clear" the terrain, you can move another bunker there. The stacked buildings must be as large as, or larger than, the bunkers.

Alternately you could have an empty location for each bunker to move to, but that's not very efficient.



None.

Jun 29 2009, 8:39 pm Hypocrite. Post #9



That's genius.



None.

Jul 3 2009, 4:35 am Hypocrite. Post #10



Quote from Vrael
The way most people do it, is by stacking 50 or so buildings on top of one another inside the 2x3 location that you plan on moving the bunkers to. Use "snap to tile" and "snap to grid" for the buildings/locations to place correctly, then when you go to move the bunker, remove 1 of the stacked buildings first. This "clears" the terrain below it, despite the fact that there are still buildings there, and each time you "clear" the terrain, you can move another bunker there. The stacked buildings must be as large as, or larger than, the bunkers.

Alternately you could have an empty location for each bunker to move to, but that's not very efficient.

Well I made a test map using that method and it worked, then I tried to make an actual map using the same exact triggers from the test map, but it only works once. What would cause this?



None.

Jul 3 2009, 4:45 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

forgetting "preserve trigger". (add it!)
wait blocks (use death counters)
not stacking buildings and removing them (fix the trigger)
removing all the buildings at once (fix the trigger).



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

Jul 3 2009, 4:55 am Hypocrite. Post #12



I did all of that except maybe the second one, what do you mean by wait blocks?



None.

Jul 3 2009, 4:56 am Vrael Post #13



Quote
using the same exact triggers from the test map
If you literally copy/pasted text triggers like this seems to imply, the locations used within the triggers could be messed up.

or:
http://www.staredit.net/wiki/Wait_Blocks



None.

Jul 3 2009, 5:32 am Hypocrite. Post #14



I replaced my waits with death counters but nothing changed.



None.

Jul 3 2009, 5:59 am Vrael Post #15



You could try posting the map. Usually someone can figure out what's going wrong if we have the complete map.

Or, you might have set up the stacking area wrong, maybe the buildings and locations aren't aligned perfectly to the grid, perhaps.



None.

Jul 3 2009, 6:27 am Hypocrite. Post #16



Here it is.

Attachments:
Soup Defense.scx
Hits: 1 Size: 43.42kb



None.

Jul 3 2009, 6:43 am UnholyUrine Post #17



http://www.staredit.net/?p=tutorials&tut=79

Sometimes.. help's already in the tutorial section :D



None.

Jul 3 2009, 6:45 am rockz Post #18

ᴄʜᴇᴇsᴇ ɪᴛ!

lmao. You obviously don't understand the concept of Death counters.

I'll reiterate what Vrael said too:
Quote from Vrael
then when you go to move the bunker, remove 1 of the stacked buildings first.
Remove and kill are 2 different things. I haven't tested it out, nor will I, but I'm fairly certain this is your problem. You also have a bit of a problem since you "remove" the bunker when you first build the building. You want to do that in the second trigger, so there's no time for two people to build a building at the same time and have one of them not be moved (since removing 2 buildings doesn't let you build twice).

Your triggers should look like this:
if
Bring 1 bunker to area
deaths exactly 0
then
create units
order units to enter bunker
set deaths to 4

if
always
then
subtract 1 deaths

if
deaths excatly 0
bring 1 bunker to arena
then
remove 1 2x3+ building at 'bunker storage'
move 1 bunker to 'bunker storage'

Note you want the move trigger after the first trigger, or else it's not going to be moved with people in it, obviously. You can change the move trigger to be deaths exactly 1 and it doesn't matter the order, but know then they only have 4 frames to get inside. It's all about the order of the triggers here.



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

Jul 3 2009, 1:01 pm Hypocrite. Post #19



Thanks man, just one last question. Is it possible to add a "not" kind of statement in maps? Such as, if something does not happen, then something else will? If not, how can I make it so that if a unit is anywhere other than a location an event happens. Note: there's more than one of these units.



None.

Jul 3 2009, 4:07 pm Falkoner Post #20



Quote
Thanks man, just one last question. Is it possible to add a "not" kind of statement in maps? Such as, if something does not happen, then something else will? If not, how can I make it so that if a unit is anywhere other than a location an event happens. Note: there's more than one of these units.

Nope, other than the logical things, like instead of saying If there is NOT at least 1 unit in x location, you'd say If there is exactly 0 units in x location, other than that there's no way.



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