Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Removing Map Revealers
Removing Map Revealers
Jun 2 2010, 11:24 pm
By: Picturesque  

Jun 2 2010, 11:24 pm Picturesque Post #1



I'm trying to remove all the map revealers at the bottom half of the map with triggers, I used kill and remove but it still doesn't work. My condition is always and I set it for All Players.



None.

Jun 2 2010, 11:43 pm Lanthanide Post #2



Map revealers never exist inside locations for any detection or action purposes.

You must you "Kill unit" or "Remove unit" actions, which will remove all Map Revealers from the map. "Kill unit at location" and "remove unit at location" do NOT work.

This means you'll have to replace all of the map revealers back that you didn't want to remove, which will use up lots of locations, or some other marker (like burrowed units if possible) to repeatedly center a location on.

You *can* fortunately use "create unit" to create a map revealer at any location that you want.



None.

Jun 2 2010, 11:47 pm Azrael Post #3



You cannot affect map revealers with location-based actions.

One way would be to remove all the locations on the map, then recreate the ones on the top half.

A better way would be to create the map revealers on the bottom half of the map for a different player than the ones created on the top half, then remove all map revealers for that player instead.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:23 pm by DevliN. Reason: Mineral abuse.




Jun 3 2010, 2:17 am Ultraviolet Post #4

We do a little trolling

The way I'd do this, if I were you, would be to have say p9 burrowed devouring ones wherever you wanted map revealers to be, then when you want to remove map revealers, remove all, and give lings in the locations that you want map revealers to be replaced to p10, then whenever p10 owns a dev one, move a location to it, create a map revealer for whoever, and give it to p9 :3



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Jun 3 2010, 2:48 am Azrael Post #5



Honestly it depends what situation you need it in. A solution could be as simple as having the second set of map revealers belong to a computer, and having the computer turn on/off vision with the players to turn the revealers on and off.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:26 pm by DevliN. Reason: Mineral abuse.




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[02:29 am]
Symmetry -- TFW you google a problem and find the answer in a post you made yourself
[01:46 am]
Oh_Man -- How can i change my name here to put [TFE] on the end will thr website let me
[06:02 pm]
Zoan -- of course it isn't full understanding. You could ask "is the mechanism by which this counterexample blows up the ONLY mechanism possible for an initial configuration to blow up?"
[05:48 pm]
Zoan -- ppl do it all the time in PDEs
[05:47 pm]
Zoan -- Heinermann
Heinermann shouted: it also didn't solve that problem but hey as long as the investors are pleased
Constructing a counterexample is answering the question: "Is Navier Stokes well posed?" in the negative
[05:44 pm]
NudeRaider -- I only heard about it, didn't any news article, so what did it do then?
[05:43 pm]
Heinermann -- it also didn't solve that problem but hey as long as the investors are pleased
[05:39 pm]
NudeRaider -- I have no idea tbh. All I know no human was ever able to solve it, but there's at least a few that beat portal ;)
[05:32 pm]
Zoan -- Navier Stokes is not that esoteric I thought
[04:32 pm]
NudeRaider -- Zoan
Zoan shouted: I find it kind of sad that on the same day it was announced AI solved Navier Stokes, it was also announced AI beat Portal, and there's a good deal of people who don't know which is more impressive
you find it sad not everyone is a math nerd?
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