Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Flags - making them unmovable?
Flags - making them unmovable?
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Jul 9 2009, 5:01 am
By: rtschutter
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Jul 9 2009, 8:32 pm Vrael Post #21



Flags do not count as men. I don't have a definitive list for you, but essentially men are any non-powerup, non-building, non-special unit.
Think back to the standard melee game, any unit that is not a building in standard melee is "men". Flags, beacons, psi disruptors, ect, are not men.
Marines, ghosts, arbiters, zerglings, goliaths, overlords, zealots, reavers, ect, all count as men. I'm not sure about larvae, interceptors, or scarabs though.



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Jul 9 2009, 8:32 pm Falkoner Post #22



You may have to test that yourself ;) But from my own knowledge, I don't think they do, All Units may get them though, if it doesn't you'll have to specifically check for Flags.



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Jul 9 2009, 8:37 pm rtschutter Post #23



Thanks guys, I don't actually want them to count for men. I want one player to be able to take over control from an area if the other player does not have any men present, but if their flags also counted as men...it would be a problem, as they would always have men present. Since they are not counted as men that means my hangup is somewhere else (right now the territory will not transfer from one player to the other, even when the original holder does not have any men present).

I would post the triggers but there are so many just to do this one action that it would take forever.



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Jul 9 2009, 9:00 pm Jack Post #24

>be faceless void >mfw I have no face

Heh they/we normally ARE grumpy and elitist but nice people hang out the UMS help forum. Don't step into melee if you want to be encouraged.

*hides in Ex-proof bunker*



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Jul 9 2009, 10:41 pm rtschutter Post #25



New issue: Is it possible to create a neutral flag on the field? If I want to do so...do I use 'neutral players', 'neutral', or something else for the player who has control of the flag?

So far, trying to create one has not worked. I am using the same (working) action that I used for a player control flag..but the neutral ones just don't show up.



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Jul 9 2009, 10:50 pm NudeRaider Post #26

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

You can use any of player 9-12 without side effects.
Player 9-11: By default enemy to everyone (red circle), but can get a green circle if you ally them via triggers.
Player 12 (= Neutral): Yellow circle by default. Use set alliance status to ally or enemy to make it green or red.

You can even use one of P13-255. Use at your own risk, as this may cause unknown side effects.

However, you can only create units for P1-8, so you either have to preplace it for the player of your choice or create for one of P1-8 and then give to P9-12 (can't give to to P13-255).

Post has been edited 1 time(s), last time on Jul 10 2009, 12:37 am by NudeRaider.




Jul 9 2009, 10:53 pm rtschutter Post #27



Unfortunately in Scmdraft I only see players 1-11 as options, and no 12. There is also the 'neutral' option and the 'neutral players' option. I have tried both, but neither spawn a flag like players 1-11. should I manually edit the trigger command to say player 12 in the trigger editor?



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Jul 9 2009, 11:08 pm Falkoner Post #28



Neutral is the same as Player 12.

Also, Nude, you can't use players 13+ in triggers, all you can do is preplace them, they aren't effected by triggers at all.



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Jul 9 2009, 11:09 pm rtschutter Post #29



So if neutral is the same does anyone have any ideas as to why the flag won't appear for neutral?



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Jul 9 2009, 11:11 pm Falkoner Post #30



Quote
So if neutral is the same does anyone have any ideas as to why the flag won't appear for neutral?

Units can't be created for players other than 1-8, you have to create it for one of those, then give it to Player 12, unfortunately it will keep the color of whichever player it starts for, so if that's a problem, just know that there's no way around it.



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Jul 9 2009, 11:15 pm rtschutter Post #31



I dont really mind that...but can I create it for a player who doesn't have a starting location? I would rather not have an arbitrary computer player in the starting screen.



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Jul 9 2009, 11:18 pm Falkoner Post #32



Just create it for a human player and give it in the same trigger, it happens so fast it's like the player never owned it.



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Jul 9 2009, 11:20 pm rtschutter Post #33



Ah thats an idea. The problem is its a 3 player map, Player 1 is red, Player 2 is green, and Player 3 is yellow. I want the flags to be white if possible...they definitely need to be a different color than any of the three players.



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Jul 10 2009, 12:30 am rtschutter Post #34



So what is the fastest way to duplicate all of the triggers I have set for one player, for the other two? I tried trigedit, by copying the triggers into notepad and doing a find and replace to switch the players, but when I brought it back in it gave me a couple of errors. Is there another similar piece of software?



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Jul 10 2009, 12:32 am Falkoner Post #35



Quote
So what is the fastest way to duplicate all of the triggers I have set for one player, for the other two? I tried trigedit, by copying the triggers into notepad and doing a find and replace to switch the players, but when I brought it back in it gave me a couple of errors. Is there another similar piece of software?

If done properly it should work fine doing it that way.
Also, an error screen will pop up, even if it works fine, that's just how Trigedit saves it.



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Jul 10 2009, 12:43 am NudeRaider Post #36

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

It's important that the message box says "Done!"

Also you could preplace the flags for the nearly white player 11 or find a white extended player.

However I recommend you just a add a white computer. It's the easiest and most reliable way and nobody will mind. Name the force of the comp with "by: rtschutter" for example to also give it a purpose in the pre game lobby.




Jul 10 2009, 5:57 pm rtschutter Post #37



Thank you for all of your help fellas. I got the map working the way I want it to finally (save for a mission briefing..but since its just my buddies and I playing it I dont really think its necessary). But I have a new question for you. I was thinking of making a new version for 2v2 for when we actually have 4 players, as the gameplay is quite fun. But SCMDraft 2 crashes everytime I try to use the Space Platform tileset. Is this common or at least a known issue? I uninstalled and reinstalled SCMDraft just in case but the issue remains. I really prefer to use Space Platform because I can making perfect looking shapes without it being odd.

Any advice or possible solutions is appreciated.

Oh yes, the actual error it gives me is related to Trigedit...but it doesn't happen with any other tileset so it seems odd.



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Jul 10 2009, 6:00 pm rockz Post #38

ᴄʜᴇᴇsᴇ ɪᴛ!

It always crashes on space like that, due to some bug. Change the default tile from space to something else or create it in staredit, and open it in scmdraft.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 10 2009, 7:44 pm Falkoner Post #39



Quote
SCMDraft 2 crashes everytime I try to use the Space Platform tileset.

Yeah, it's a recent glitch with the latest version, try an older version of SCM Draft, like 0.7.3



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Jul 11 2009, 3:28 am rtschutter Post #40



Alright, on my new map in the strings section it says I am currently using 46.3% but 1030/1030 strings. Does this mean I have maxed out my strings? What does the q030 represent if I have only used 46.3%. I checked the FAQ thread but I am not fully sure how what I have here translates.



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