Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Stacking Units..?
Stacking Units..?
Jan 30 2011, 3:05 am
By: Silver_Slug  

Jan 30 2011, 3:05 am Silver_Slug Post #1



So, basically, I was wondering how to stack units.

I was thinking about making a defense map all about stacking, and I can already stack burrowable units and buildings, but I don't know how to stack other units.

I've seen an example map on stacking marines with like a billion triggers and data discs, though I'm looking for a different method, specifically the one in CoCo Defense 2.
For those of you unfamiliar, you basically just buy a unit, and when it's created it ends up running on top of the other units and staying within a certain small area. They don't walk off, and they don't even try to readjust, they're just stuck, perfectly.

If anyone could help it would be greatly appreciated.
Thanks in advance.



None.

Jan 30 2011, 4:18 am Roy Post #2

An artist's depiction of an Extended Unit Death

I believe if you run an "Enable Doodad State" on a sprite unit, it will lose its collision. I'm not sure if it only works for a limited range of units, though.
It's the solution to everything!

Post has been edited 1 time(s), last time on Jan 30 2011, 5:02 pm by Roy.




Jan 30 2011, 4:27 am Silver_Slug Post #3



K ill try that, thanks. I've literally been checking this like every 5 minutes..
I'll get back to you with results



None.

Jan 30 2011, 5:12 am Roy Post #4

An artist's depiction of an Extended Unit Death

Oh, I think the sprite unit has to be initially set to "Disabled" via unit properties. If you can't get it to work, I can dig up one of my old maps and double-check.




Jan 30 2011, 5:32 am Silver_Slug Post #5



I can't create a unit thats disabled with properties =/.
I'm trying to spawn a unit and have it walk over a couple tiles and stack with other units.

If you've ever played CoCo Defense 2, there's a feature that when you buy units lets them warp to the middle of a circular track, and instead of them spacing out and taking a bunch of space, it just stacks them on top of eachother.
If you don't know what I mean I can show you, cuz it's kind of hard to describe.



None.

Jan 30 2011, 6:52 am Roy Post #6

An artist's depiction of an Extended Unit Death

Quote from Silver_Slug
I can't create a unit thats disabled with properties =/.
In the Sprites tree, open "Unit Sprites" and pick the unit you want. Place it, select it, right-click and choose "Properties." Click on the unit in the list on the left to select it, and then check the last box, called "Active / Disabled (?)" to disable it initially.

Then enable it via the "Set Doodad State" trigger in-game and it should lose its collision. I know this works with Zerglings, but it should work with other units as well.




Jan 30 2011, 10:12 am Gigins Post #7



He said it like 3 times, he want's the units to be created in-game. You can only pre-place sprites. :><:



None.

Jan 30 2011, 10:43 am NudeRaider Post #8

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 Gigins
He said it like 3 times, he want's the units to be created in-game. You can only pre-place sprites. :><:
Calm down Gigins, we're all friends here, right?
You can preplace the sprites in an unrevealed corner of the map and then activate one of them on demand and give/move it where it's needed.




Jan 30 2011, 5:00 pm Roy Post #9

An artist's depiction of an Extended Unit Death

Quote from Gigins
He said it like 3 times, he want's the units to be created in-game. You can only pre-place sprites. :><:
Sorry, he PMed me this question prior to my other post and I already answered it. I should have mentioned it in the thread.

I don't know if you can create the effect dynamically, but I haven't seen/heard it done before. You certainly cannot create unit sprites via triggers, and I don't think there's a similar method to remove collision that doesn't use unit sprites.

Post has been edited 1 time(s), last time on Jan 30 2011, 5:06 pm by Roy.




Jan 30 2011, 7:07 pm rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/?p=oldwiki&s=61

list of the possible units to do this with. Some units like hydralisks will crash every so often, and there's no way to prevent it from happening since units are created and face a random direction. Note that burrowing removes the stack.



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

Feb 1 2011, 2:49 am Silver_Slug Post #11



What I'm trying to do is to specifically spawn units that can go ahead and stack right away.
I'm almost one thousand percent sure that they aren't pre-placed unit sprites, because I can see the whole map, though they could just be really sneaky.. xD
I've got an example of it here, just download the map and play it (it definitely works).

this map

On the site, scroll down past the specs and find the little blue box that says the name of the map.
Somewhere inside that box, it should say "Download CoCo_Defense.v2.scx".
Play the map, and when it starts up just wait for it to direct you to the unit buying area.
Just a little bit under, you should see a probe next to a mutalisk cocoon.
Move the probe onto the darker terrain just under the cocoon (to spawn/stack them in the middle), and buy a couple marines or something.
The minimap will show a ping where your units have spawned, and lo, they'll be stacked on top of eachother almost perfectly, and won't even be jostling for position.
This is what I'm trying to achieve, though I can't open the map to figure it out, and even if I could, it might be in Korean anyways.
Does anyone know this method?

Post has been edited 1 time(s), last time on Feb 1 2011, 4:52 am by Silver_Slug.



None.

Feb 1 2011, 11:28 am NudeRaider Post #12

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

Hm, I can't exactly remember how it works but it involves walkable null. Walkable null is the null tile right of creep.

IIRC you create a unit on a normal tile surrounded by walls except for 1 direction (where you want your unit to go to). From the opening you place walkable null surrounded with walls or regular null - like a corridor. Then you create a powerup on top of the unit which pushes it onto the walkable null. From there order it to the "end zone" which is again a regular tile surrounded by walls.
Units at the "end zone" can't go anywhere as soon as they're on it so they just stay where they are and shoot.




Feb 1 2011, 10:07 pm Silver_Slug Post #13



Quote from NudeRaider
Hm, I can't exactly remember how it works but it involves walkable null. Walkable null is the null tile right of creep.

=/ There's no null terrain near where the units stack, though there is some sort of corridor.
It's shaped like a T, where the units spawn at the bottom then are somehow forced to walk out towards the top of the T, and in the process walk on top of all the other units (where the 2 lines meet).
Once they're at that point, they stop jostling for position and just stand normally, though I noticed that the
command "Patrol" is constantly being spammed, so its probably got something to do with that.



None.

Feb 2 2011, 12:06 am rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

error unknown tileset encountered

Yep it's walkable null. Just a different one than normal. It will be very difficult for me to figure out what they did, as I don't have starforge working on this computer which means I have to look at the chk for the offending tile(and I don't really want to do that).

Post has been edited 1 time(s), last time on Feb 2 2011, 12:12 am by rockz.



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

Feb 12 2011, 7:14 pm Silver_Slug Post #15



If I could get starforge working on this computer, how would I go about figuring out what they did?



None.

Feb 12 2011, 11:45 pm rockz Post #16

ᴄʜᴇᴇsᴇ ɪᴛ!

well then you can at least look a the map, find the offending tiles, then figure out where they are located in the map. You should then be able to look it up in the chk, or you can just copy/paste it into something else.

It might be an overflow on the actual tileset though, which I hadn't thought of, in which case not even starforge can open it (proably).

I don't think you can do it yourself, and I can't tell you step by step how to do it. Take a look in the wiki sticky for scenario.chk format and figure out what's wrong with the map.



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

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