Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED]Placing Map Revealers on entire map without manually pla
[SOLVED]Placing Map Revealers on entire map without manually pla
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Sep 9 2007, 11:50 pm
By: ThrashRage  

Sep 9 2007, 11:50 pm ThrashRage Post #1



Hey guys. got another question for you.

Some maps have map revealers placed perfectly so you can see everything in the map.
i thought there was an editor that would do this. but i dont know howt o do it. could comeone so kindly help me ^_^



None.

Sep 9 2007, 11:54 pm JamaL Post #2



Get SCMDraft II. This is downloadable from "www.stormcoast-fortress.net".

Open up your map. Go to Scenario -> Place Map Revealers -> Player # or All Players.

The only problem is that in some maps it reveals the whole map but the very left side, this is easily fixable by just manually placing some map revealers on the left side.

In some maps, you get to the 1650 unit max, and this can be caused early by all those revealers for all of the players. Simply place them for one computer player, and enable vision to him for all the players you want to see the whole map using the AI Script "Turn On Shared Vision for Player # (Computer)" under the players you want to be able to see the whole map. It will take a few seconds for it to be enable, but it will work.

If that is hard to understand..

Say you're making a Defense. Player 7 is the computer that spawns units.

Make SCMDraft II place map revealers for Player 7.

------------------------------------

--- Players

- The Players that you want to see the whole map.

--- Conditions

- Always

--- Actions

- Run AI Script: Turn On Shared Vision for Player 7.

------------------------------------

There you go. Remember, that trigger is only if there are a lot of units in your map, and you want to reduce the amount of units.



None.

Sep 10 2007, 1:16 am ThrashRage Post #3



Thank you it totally worked!



None.

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[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
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