Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Moving a unit from loc-to-loc / setting a color on players
Moving a unit from loc-to-loc / setting a color on players
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Aug 3 2008, 3:00 am
By: Adefic  

Aug 3 2008, 3:00 am Adefic Post #1



Hey, two questions:

I've set a location and a second location, and I was wondering how to move the unit from the 1st loc to the 2nd, not by using the "move" trigger, like, I want to actually see the unit move(dropship fly) to the location, not just instantaneously go there.

And I set the players colors but everytime I try the map(just myself - with other teams set as cpus) the colors always change and I want that to stop.

Thank you very much!
Adefic



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Aug 3 2008, 3:01 am Falkoner Post #2



Use the Order action. :) And player colors only work in Broodwar, so if your map is a .scm, they automatically go away.



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Aug 3 2008, 3:08 am Adefic Post #3



ahhh, thank you!



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Aug 3 2008, 3:38 am KyleIs1337 Post #4



I don't know if you mean that the colors you set customly , like green, don't work in-game but if you mean that you have player 1 as red and you get a different color that might be because you have random start locations on. Just uncheck that and you will be good to go.

Also, to move a unit physically do this

SCM Draft: Order (NUMBER OF UNITS) (UNIT) to Move to (LOCATION 2) from (LOCATION 1)

StarForge: Order(1, Unit, Location 2, Move, Location 1);

I don't know if that is correct SCM Draft syntax as I use starforge for triggering but thats pretty close to it.

Thanks, Kyle



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Aug 3 2008, 4:29 am Vi3t-X Post #5



Alternatively there are warps:

Move all units at location X to location Y.
Add variables as neccessary.

Colour Flopping is occured when Random Start Locations is checked, they will randomly change.
Setting BroodWar colours to play in an Original game I beleive will not work, and the player will revert to its original colour.
Note: Original can only support 64 locations, Original sucks. :bleh:



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[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
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