Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: spells on a map help they dont repeat
spells on a map help they dont repeat
Jun 18 2010, 8:36 pm
By: Apocalypse535  

Jun 18 2010, 8:36 pm Apocalypse535 Post #1



i put spells on a map and they are there for looks but they dont repeat they just do it once then they done i want em to repeat over and over.



None.

Jun 18 2010, 8:59 pm JaFF Post #2



Did you use the Preserve Trigger action?

On another note, please provide more information bout the triggers and the map itself. Otherwise we might not be able to help.



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Jun 18 2010, 9:22 pm Apocalypse535 Post #3



oh you have to make spells repeat with a trigger? i would just place one disruption web and it stays whole game but others dont repeat. so could you give me an example trigger on what i should do for an arbiter recall spell?



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Jun 18 2010, 9:36 pm JaFF Post #4



Oh, you want a disruption web to last forever? I'm a bit rusty, but how about this:
1. Have a pre-placed d-web in a remote location
2. Have all the playable area covered by a specific location called, say, "Battle Arena"
3. Detect whenever a d-bew is cast in the Battle Arena location, remove that d-web and move the pre-placed one to that location

This will mean that you can only have a limited number of endless d-webs active at the same time. Mind you, I haven't mapped in a long time and I have no editor/SC to check, so this might not work. :P

EDIT: Wait. Is the pre-placed d-web a sprite or a funcual d-web?



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Jun 18 2010, 9:51 pm Ahli Post #5

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from JaFF
Is the pre-placed d-web a sprite or a funcual d-web?
preplaced d-web:
-can only be on walkable terrain (cant be over cliffs, water, other units ...) {units can still walk into it, I think} {moving it with triggers > offset, no "stack"}
-is not functional

You cannot have self repeating spells. You need 2 find a way to have them refreshed by new casts.
D-web is the only one where that can work pretty flawless and "easy". Get comp to cast a d-web at a location every x seconds (ai script) and move the d-web where it should go (not preplaced d-webs stack everywhere). Simply move a new one there shortly before the old one expires.




Jun 18 2010, 9:54 pm Apocalypse535 Post #6



you know how in starforge you can create unit at location and in the list of units is scanner sweep im sure. i cant just create unit every x amount of seconds?i tried this before it didnt work maybe its cuz i have hyper triggers.



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Jun 18 2010, 10:25 pm JaFF Post #7



Units like d-webs cannot be created with triggers. Ahli's method is your only option.



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Jun 18 2010, 11:39 pm Apocalypse535 Post #8



looks like im not adding it to my map then thank you guys!



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Jun 19 2010, 12:45 am Aristocrat Post #9



Quote from Ahli
preplaced d-web:
-is not functional

WRONG. One is a sprite; the other one is a fully functional non-expiring disruption web. Same with Dark Swarm: check the type of sprite you're using.



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[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
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
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