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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[02:27 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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