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 4 2009, 12:38 am Falkoner Post #21



Actually, rockz, I just realized that size really isn't an issue in this case, since you'll just use a 1x1 pixel location anyway, so unless the zerglings like overlapped by an entire half, it's not an issue.



None.

Jul 4 2009, 4:08 am rockz Post #22

ᴄʜᴇᴇsᴇ ɪᴛ!

if there is a ghost (7 left, 7 right) has a wall to the left of it and a zergling (8 left, 7 right) is centered while burrowed underneath it, the zergling will fail to be moved, since the left side will be one larger than the ghost, and want to go on to the left side which is unwalkable. The same occurs when the defiler mound (4 bottom) is right on top of a wall, and the zergling (11 down) is centered while burrowed underneath it. The size matters. A 1x1 pixel location vs a 16x16 won't matter though.



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

Jul 4 2009, 1:39 pm xYoshix Post #23



So the center of a defiler mound isn't at the middle?



None.

Jul 4 2009, 5:15 pm rockz Post #24

ᴄʜᴇᴇsᴇ ɪᴛ!

no, the center of most units isn't at the middle.



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

Jul 4 2009, 5:27 pm JaFF Post #25



Use Spider Mines instead of Zerglings. Just make sure only burrowed spider mines are used for the system.



None.

Jul 4 2009, 6:14 pm Buftis Post #26



Alright, sorry for the late reply
At the give to player thing, that doesn't work, they keep moving, they don't stop as if they were just moved.
And for the burrowed units/spider mines under each unit, I have a lot of units on the map at once in this, so it won't work either.
I think I might just settle with not being able to work ranged attacks, or just scratch the idea, I'll test around with it a bit more first though.

EDIT: Just found a way that works, not the best, but I'll work with it.
Just basically, Every 2 death counts, I move them into the spot they can't move instead of just like an Always thing.
Some attacks don't go through but others do, So I'll work with it.

Post has been edited 1 time(s), last time on Jul 4 2009, 6:27 pm by Buftis.



None.

Jul 5 2009, 12:45 am xYoshix Post #27



Quote from JaFF
Use Spider Mines instead of Zerglings. Just make sure only burrowed spider mines are used for the system.
Don't spider mines unburrow when moved? How would you make them not unburrow?



None.

Jul 5 2009, 12:53 am Buftis Post #28



Quote from xYoshix
Don't spider mines unburrow when moved? How would you make them not unburrow?

Spider Mines when moved stay burrowed and only get up if something they can attack is near, they also start out unburrowed when created.



None.

Jul 5 2009, 1:35 am xYoshix Post #29



Since when? When I tried doing something with creating and moving mines, they unburrowed upon BOTH creating and moving.



None.

Jul 5 2009, 2:12 am Buftis Post #30



You have to make sure they have atleast burrowed after the creating, thats the only problem I can think of, But I know for sure they stay burrowed when moved.



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