Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Units aren't showing up.
[SOLVED] Units aren't showing up.
Jun 28 2011, 10:45 pm
By: M-RP)Dreamscape  

Jun 28 2011, 10:45 pm M-RP)Dreamscape Post #1



I wasn't expecting to need to ask about this, but I'm awfully confused.

In my map I'm making, I have some units placed for a friendly/neutral AI (Player 6). It consists of three beacons, a zealot, hydralisk, marine, depot, pylon, and a spawning pool. I have a trigger made to disable the doodad states of the three beacons.

That is the only trigger. Starting locations are placed, and player 1 (Red) starts with a civilian. When testing the map, all units for Player 6 do not show up on the map, but player 1 shows up just fine. The trigger doesn't have an effect on the units. Starting locations are placed, there are no placement problems (editor says they're placed correctly with no "Place Anywhere" options turned on), just.. wtf?

I've tested having Player 6 as a Neutral and a Computer. It was previously Player 12, and showed up fine as that, but I can't trigger player 12 (and am not interested in learning how atm.)

Screens:




____

Easier to Read: Player 6 doesn't show up on the map in-game under any circumstances whatsoever. Starting location is placed, no triggers in the map, no placement problems. Player 6 is a computer in Player 1's force, but it doesn't show up in any other forces either. Was previously neutral with the same problem. Why?

Attachments:
map.scx
Hits: 3 Size: 50.16kb

Post has been edited 3 time(s), last time on Jun 28 2011, 11:04 pm by Blur.



None.

Jun 28 2011, 10:52 pm jjf28 Post #2

Cartography Artisan

If the player is set to a computer you shouldn't have trouble having the units show up, otherwise posting the map would help :)

Also make sure you are hosting as Use Map Settings (new screenies)

Under options, map load, deselect remove illegal units



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jun 28 2011, 10:57 pm M-RP)Dreamscape Post #3



The only thing selected is 'Correct Doodads'.

I attached the fail to the first post.

EDIT: If it helps, I'm testing this on Bnet, not single player.



None.

Jun 28 2011, 11:00 pm jjf28 Post #4

Cartography Artisan

not sure what it was, seems to be working for me

Newest SCMDraft

Attachments:
map.scx
Hits: 1 Size: 50.16kb



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jun 28 2011, 11:04 pm M-RP)Dreamscape Post #5



I figured it out. Apparently, I need to restart SC after saving my map in order to properly test it. Odd, but it worked. Thanks for your help.



None.

Jun 28 2011, 11:10 pm jjf28 Post #6

Cartography Artisan

That is wierd... make sure you aren't playing the map when you save it



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jun 28 2011, 11:10 pm Azrael Post #7



That shouldn't happen. Did you save it while the map was still open in SC? That would prevent it from saving properly.

Edit: Wow, ninja'd by 2 seconds lol.




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[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]
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[05:43 pm]
Heinermann -- it also didn't solve that problem but hey as long as the investors are pleased
[05:39 pm]
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[05:32 pm]
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[04:32 pm]
NudeRaider -- Zoan
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