Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Locations and Creating Buildings
[SOLVED] Locations and Creating Buildings
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Jan 8 2012, 8:11 am
By: alaska  

Jan 8 2012, 8:11 am alaska Post #1



Ok, not alot of convesation in the fourms, but I have thought of yet another question.

Im trying to get a sunken colony to spawn next to the player; I have tried everything but a inverted location, which I do not know how to create.
I can get them to spawn but the location has to be rather large and it will not spawn close like I want it to.
Does it make a difference if a unit just died at that location? Like will their damned bodies get in the way?



None.

Jan 8 2012, 12:57 pm Roy Post #2

An artist's depiction of an Extended Unit Death

Quote from alaska
Im trying to get a sunken colony to spawn next to the player; I have tried everything but a inverted location, which I do not know how to create.
You wouldn't need an inverted location for this scenario. In SCMDraft 2, to make an inverted location, open up the location's properties and hit "Invert XY."

But for this scenario, a regular location should be fine.

Quote from alaska
I can get them to spawn but the location has to be rather large and it will not spawn close like I want it to.
Why does the location have to be large? Is it used for more than one thing? If so, you should use a different location for more precise spawning, as everything is created at the center of a location (regardless of the location's size).

Quote from alaska
Does it make a difference if a unit just died at that location? Like will their damned bodies get in the way?
You can kill/replace on the same frame*. Keep in mind if there is something blocking the spawn area for a unit, it will still appear near it.

* I'm thinking of remove/replace. If you kill/create a unit, the dying unit would still block his area for that frame. A unit's corpse/death animation will not block any spawns.

Post has been edited 4 time(s), last time on Jan 8 2012, 4:20 pm by Roy.




Jan 8 2012, 4:39 pm Pr0nogo Post #3



You can make cool 'spawning' animations for Zerg buildings and troops (to simulate Zerg drop pods) by creating and killing a Zerg Creep Colony at a location and then creating whatever structure you want. I use that all the time. I think it was first used in one of RCX's custom campaigns, or maybe Resurgence, but regardless it makes for a cool animation.




Jan 8 2012, 6:12 pm alaska Post #4



To be precise, I want a zegling to enter a area following the player, it dies in one second, spawn ultralisk, which dies shortly but not by the player,(by trigger) then spawn sunken colony. I meant the sunken colony would not spawn unless my location was large, but then the effect I'm going for isn't their if it spawned so far away. I figured a inverted location might center on the player without trying to spawn the colony on top of the player.
This is more of an evil trick not a regular spawn.



None.

Jan 8 2012, 7:13 pm Roy Post #5

An artist's depiction of an Extended Unit Death

No, an inverted location is not what you seem to think it is.

Your location's size does not matter when creating units. You can have a location the size of the map or the size of a pixel and it would still make a unit at the center of the location. Buildings are forced to spawn on the grid, however, so they may not spawn at exactly the "center" of the location but rather the closest they can.

I assume you want to create a Sunken Colony where the Ultralisk dies? If so, center the location on the Ultralisk, kill the Ultralisk, wait 0 milliseconds, and then create the Sunken Colony.




Jan 8 2012, 7:20 pm jjf28 Post #6

Cartography Artisan

If the only thing you changed between two tests was the locations size, then I think you experienced Location Shifting



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Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jan 9 2012, 2:25 am alaska Post #7



I dialed it in and I created the effect I was going for. Just an evil trick in my map.



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[05:21 pm]
NudeRaider -- Oh_Man
Oh_Man shouted: NudeRaider yeh thts straight up cheating
the mutas yes, the wraiths probably not. Have you even watched the video? ;)
[12:56 pm]
Oh_Man -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
yeh thts straight up cheating
[12:24 pm]
Oh_Man -- arty's done another vid. he's also announced he's going to organise showmatches with pro, with NO maphacks, so we can see its actual capabilities
[10:09 am]
NimoStar -- It can by playing the same map thousands of times. It is similar to AI speedrunning games
[02:30 am]
Symmetry -- I dreamed about that as a kid. The idea of a computer capable of analyzing a starcraft map and calculating the fastest possible way to hit the victory condition
[02:29 am]
Symmetry -- But can AI beat my custom maps?
[2026-9-22. : 12:32 pm]
Oh_Man -- yea APM vs eAPM
[2026-9-22. : 8:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[2026-9-22. : 8:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
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