Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How to handle "Cannot place unit error" with item drops?
How to handle "Cannot place unit error" with item drops?
Mar 3 2019, 9:41 pm
By: sethmachine  

Mar 3 2019, 9:41 pm sethmachine Post #1



Hi,

I have a trigger where when a player kills a certain unit, it drops a random item ("powerup"). This works by keeping a location centered on the boss, and when the boss dies the location is fixed to its death. Then I check that the boss isn't commanded anymore, and create a powerup at its location (where it died).

However, if the boss dies on a corner or against a wall, often times the powerup gets a "Cannot place unit error."

Is there a way to fix this without using EUDs? It is very important that the item drops where the boss died, because I want other players to be able to contest it or steal the drop.



None.

Mar 3 2019, 10:05 pm Roy Post #2

An artist's depiction of an Extended Unit Death

You could use a Mobile Grid to place the item near the boss if it's not possible to place directly where the boss died. This would work optimally if there aren't any air units in the vicinity. Something like this:

Spawn Item on Boss
Players

  • Player 8
  • Conditions

  • Player 8 has suffered at least 1 deaths of Boss.
  • Actions

  • Create 1 Powerup at 'SafeSpawnLocation' for Player 8.
  • Move all Powerup for Player 8 at 'SafeSpawnLocation' to 'BossLocation'.
  • Create 1 Zerg Scourge at BossLocation for Player 8.
  • Create 1 Protoss Observer at BossLocation for Player 8.
  • Create 1 Zerg Scourge at BossLocation for Player 8.
  • Create 1 Protoss Observer at BossLocation for Player 8.
  • Create 1 Zerg Scourge at BossLocation for Player 8.
  • Create 1 Protoss Observer at BossLocation for Player 8.
  • Create 1 Zerg Scourge at BossLocation for Player 8.
  • Create 1 Protoss Observer at BossLocation for Player 8.
  • Create 1 Zerg Scourge at BossLocation for Player 8.
  • Center location labeled 'BossLocation' on 'Protoss Observer' owned by 'Player 8' at 'Anywhere'.
  • Move all Powerup for Player 8 at 'SafeSpawnLocation' to 'BossLocation'.
  • Remove 1 Protoss Observer owned by Player 8 at 'BossLocation'.
  • Center location labeled 'BossLocation' on 'Protoss Observer' owned by 'Player 8' at 'Anywhere'.
  • Move all Powerup for Player 8 at 'SafeSpawnLocation' to 'BossLocation'.
  • Remove 1 Protoss Observer owned by Player 8 at 'BossLocation'.
  • Center location labeled 'BossLocation' on 'Protoss Observer' owned by 'Player 8' at 'Anywhere'.
  • Move all Powerup for Player 8 at 'SafeSpawnLocation' to 'BossLocation'.
  • Remove 1 Protoss Observer owned by Player 8 at 'BossLocation'.
  • Center location labeled 'BossLocation' on 'Protoss Observer' owned by 'Player 8' at 'Anywhere'.
  • Move all Powerup for Player 8 at 'SafeSpawnLocation' to 'BossLocation'.
  • Remove 1 Protoss Observer owned by Player 8 at 'BossLocation'.
  • Center location labeled 'BossLocation' on 'Zerg Scourge' owned by 'Player 8' at 'Anywhere'.
  • Move all Powerup for Player 8 at 'SafeSpawnLocation' to 'BossLocation'.
  • Remove 1 Zerg Scourge owned by Player 8 at 'BossLocation'.
  • Center location labeled 'BossLocation' on 'Zerg Scourge' owned by 'Player 8' at 'Anywhere'.
  • Move all Powerup for Player 8 at 'SafeSpawnLocation' to 'BossLocation'.
  • Remove 1 Zerg Scourge owned by Player 8 at 'BossLocation'.
  • Center location labeled 'BossLocation' on 'Zerg Scourge' owned by 'Player 8' at 'Anywhere'.
  • Move all Powerup for Player 8 at 'SafeSpawnLocation' to 'BossLocation'.
  • Remove 1 Zerg Scourge owned by Player 8 at 'BossLocation'.
  • Center location labeled 'BossLocation' on 'Zerg Scourge' owned by 'Player 8' at 'Anywhere'.
  • Move all Powerup for Player 8 at 'SafeSpawnLocation' to 'BossLocation'.
  • Remove 1 Zerg Scourge owned by Player 8 at 'BossLocation'.
  • Center location labeled 'BossLocation' on 'Zerg Scourge' owned by 'Player 8' at 'Anywhere'.
  • Move all Powerup for Player 8 at 'SafeSpawnLocation' to 'BossLocation'.
  • Remove 1 Zerg Scourge owned by Player 8 at 'BossLocation'.


  • Although you asked for a solution without using EUDs, there is an action built into the latest version of ScmDraft called "EUD: Location Position" that would be well-suited to the task of shifting the location around to find a valid place to move the unit onto. This removes the need to use a mobile grid to change the position of the location, and should be considered a superior option in just about every regard.




    Mar 3 2019, 10:28 pm Dem0n Post #3

    ᕕ( ᐛ )ᕗ

    You can also try creating the power-up somewhere else and then moving it to the boss's location. Though the item might not move to it if the location is completely off of a walkable area.




    Mar 3 2019, 11:44 pm sethmachine Post #4



    Quote from Roy
    [/T]

    Although you asked for a solution without using EUDs, there is an action built into the latest version of ScmDraft called "EUD: Location Position" that would be well-suited to the task of shifting the location around to find a valid place to move the unit onto. This removes the need to use a mobile grid to change the position of the location, and should be considered a superior option in just about every regard.

    Very creative non-EUD solution, thanks! I'm guessing hyper triggers players would barely notice the mobile grid.

    EUDs would be fine, except I believe you reach CCMU sooner if with EUD maps?

    Unless I'm mistaken.



    None.

    Mar 4 2019, 7:21 am Ultraviolet Post #5

    We do a little trolling

    Indeed, extended unit limits are doubled, and you have to choose between extended unit limits and EUDs.



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    Mar 4 2019, 1:07 pm NudeRaider Post #6

    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
    hyper triggers players would barely notice the mobile grid.
    It's all happening within one trigger. During the trigger phase the game is paused, so since the units are removed immediately, it does not wait until the next trigger loop. All that changes without hyper triggers is that the sequence may start a little later, its execution, is basically instant any way, though.




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    [2026-7-18. : 2:27 am]
    Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
    [2026-7-17. : 2:58 pm]
    Ultraviolet -- Symmetry
    Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
    fr fr
    [2026-7-17. : 2:39 am]
    Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
    [2026-7-16. : 6:28 am]
    NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
    [2026-7-16. : 6:26 am]
    NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
    [2026-7-16. : 6:25 am]
    NudeRaider -- Symmetry
    Symmetry shouted: Ohhh imagine a SC map that could delete itself
    not the map, the editor
    [2026-7-16. : 2:28 am]
    Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
    [2026-7-16. : 2:28 am]
    Symmetry -- Ohhh imagine a SC map that could delete itself
    [2026-7-15. : 8:51 pm]
    NudeRaider -- Symmetry
    Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
    yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
    [2026-7-15. : 4:10 am]
    Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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