Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cloaked Marine Sprites help
Cloaked Marine Sprites help
May 3 2010, 9:04 am
By: goobie  

May 3 2010, 9:04 am goobie Post #1



I'm trying to make cloaked/stackable marines for a map. I am trying to reproduce the effect from the Sprite Battle System map found here /?file=273http://www.staredit.net/?file=273

I copied what seemed to me to be the critical components of the map. I'm using a unit sprite in SCMDraft2 (Unit Sprite 0).

My trigger is
Conditions:
-Always
Actions:
-move 1 terran marine owned by player 7 to location 0
-disable doodad state for terran marine owned by player 7 at location 0
-wait 10 milliseconds
-enable doodad state for terran marine owned by player 7 at location 0
-enable doodad state for terran marine owned by player 7 at location 0
-wait 10 milliseconds
-disable doodad state for terran marine owned by player 7 at location 0
-wait 10 milliseconds
-enable doodad state for terran marine owned by player 7 at location 0
-enable doodad state for terran marine owned by player 7 at location 0
-wait 10 milliseconds
-move 1 terran marine for current player at location 0 to location 1
-give 1 terran marine owned by player 7 at location 1 to player 2
-enable invincibility for terran marine owned by player 2 at anywhere
-order all terran marine owned by player 2 at location 1 move to location 0
-preserve trigger

This kind of works. I get one marine that is cloaked and locked in perpetual shooting animation. (Edit: I added hyper triggers and now instead of a marine locked in perpetual animation he dissapears completely. Perhaps this is supposed to happen?) The rest are cloaked marines that are only controllable for computer players. They won't stack. If I try to give one to myself Starcraft crashes when I try to look at it or it dissapears.

I've not been able to find any good resources explaining how to work with sprites. if anyone knows of anything i would appreciate a link.

Also if there's something that can keep starcraft from crashing, but report the errors, it would be very usefull. I'm getting tired of restarting starcraft every time some unforeseeable thing goes wrong. :ermm:

Post has been edited 5 time(s), last time on May 3 2010, 10:12 am by goobie.



There's got to be something more to life than being really, really, ridiculously good looking...

May 3 2010, 9:58 am bobo Post #2



Try looking at this map, it helped me wen i tried to do this stuff, just remember you cannot have vision during the cloaking process or else it will crash

Make sure u go to the sprite properies and make sure u tic the box that says Active\disabled

Attachments:
Stacking Units.scx
Hits: 3 Size: 35.65kb

Post has been edited 1 time(s), last time on May 3 2010, 10:07 am by bobo.



None.

May 3 2010, 10:32 am goobie Post #3



Thanks, that did the trick! Had to use starforge to check the disable box. My SCMDraft2 doesn't seem to be very functional when it comes to the sprite properties box...

Even fixed the first marine getting stuck or dissapearing

Post has been edited 1 time(s), last time on May 3 2010, 10:42 am by goobie.



There's got to be something more to life than being really, really, ridiculously good looking...

May 3 2010, 10:50 am NudeRaider Post #4

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

You have to do it for every single marine 1 by 1. Setting the doodad state only affects 1 unit at a time, and it's always the same: The leftmost unit in that location.

EDIT: Seems I came too late, haven't updated thread...
About ScmDraft 2 if I'm not entirely mistaken the newest version can place disabled sprites. Check the sticky in the Mapping Tools forum.




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[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 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
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
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