Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: problem opening a door
problem opening a door
Oct 13 2008, 1:17 am
By: Fenix~  

Oct 13 2008, 1:17 am Fenix~ Post #1



i cant see to get the door in my map to open, heres what i have so far

at the start of the map there is 1 prison guard at location 'prison guard loc'

player 8 (the computer) if he brings 0 'prison guard' to location 'prison guard loc' then actions: disable doodad state for (right pit door) at location 'door 1' for current player.

but the problem is, when the 'prison guard' dies the door at 'door 1' stays closed, it never opens.


the door im using is under doodads > substructure > substructure #21 in ScmDraft 2.0

is that doodad called right pit door or something else ?



None.

Oct 13 2008, 1:22 am Falkoner Post #2



Place the door as a unit, rather than the doodad, like, place it's terrain, then delete the sprite, and place a unit in it's place, so you know which player you are disabling. Also, make sure it's the right door you're disabling.



None.

Oct 13 2008, 1:48 am Fenix~ Post #3



i found the door under units > neutral > doodads but when i go to place it it does not really look right, like the sides and stuff are missing.

how do i make it look like the one under doodads ?



None.

Oct 13 2008, 2:20 am Falkoner Post #4



The sides and such are terrain, the door itself is a sprite in the doodad, so what you may want to do is place the doodad, select it, right click and do Convert to Terrain, then go to the sprite layer, select it, delete that door, then place a unit one in its place.

Post has been edited 1 time(s), last time on Oct 13 2008, 2:36 am by Falkoner.



None.

Oct 13 2008, 2:21 am Roy Post #5

An artist's depiction of an Extended Unit Death

You have to put it into a wall. The door doesn't come with sides on its own.




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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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