Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Disabling buildings + Terrain height
Disabling buildings + Terrain height
May 23 2008, 10:21 pm
By: JaBoK  

May 23 2008, 10:21 pm JaBoK Post #1



Okay, so how exactly do I go about doing this, I know it can be done to an extent, but I was wondering what the disabled buildings appear as on the minimap, and how to do them. I have a few space ship scenes in my jungle world map, and I was planning on using terran special buildings as walls/other things to cover up stuff, but my map is very minimap oriented, so I was wondering if disabling the buildings through whatever means could allow me to keep the good looks but not have the glaring blue things on the minimap.

Second question, if I use the low temple terrain, what kind of tiles do I use to block line of sight?



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May 23 2008, 10:35 pm Falkoner Post #2



They will still show up on the minimap, the only way I can think of that they would not is if they are cloaked, which would mess up the other purpose of them.

Try out terrain that looks like it should work and use the Preview layer in SCM Draft to test whether it works or not.



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May 23 2008, 11:28 pm stickynote Post #3



You could use unit sprites, and disable them.



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May 23 2008, 11:43 pm Heimdal Post #4



If you want to cover something up and block units from crossing it, you could place null or otherwise unwalkable terrain underneath and put a sprite on top.



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May 24 2008, 2:03 am stickynote Post #5



Are all the players used up? If not, you could look for a player color that is hard to see in the minimap, then place the unit for that computer.



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May 24 2008, 3:58 am Falkoner Post #6



Disabled unit sprites show up, sticky. :P



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May 24 2008, 4:00 am stickynote Post #7



I didn't know that they showed up on the minimap though.



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May 24 2008, 3:00 pm Falkoner Post #8



Yeah, that's how I found units when testing them all out, I would find them on the minimap, then move over them slowly from above, checking if they created a rock sprite, if that was true, the next couple pixels down often resulted in a crash :P

Post has been edited 1 time(s), last time on May 24 2008, 3:24 pm by Falkoner.



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