Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Pre-placed buildable creep
Pre-placed buildable creep
Jan 24 2010, 3:58 am
By: Lanthanide  

Jan 24 2010, 3:58 am Lanthanide Post #1



I'm trying to get pre-placed buildable creep without using colonies or hatcheries. I just want a little 2x2 square of creep that exists from the start of the game, that never goes away, that drones can build on.

I've tried placing the tileset indexed creep tiles, and while they look like creep in-game, the drone won't be able to build on them. I found this post http://www.staredit.net/topic/8871/#185331 that talks about creating buildings on null terrain, but when I try it, the creep just goes away once the building is destroyed.

I am working on the ash world/char tileset, if that matters.



None.

Jan 24 2010, 4:49 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

constantly create/remove a 2x2 square building like a spire or spore colony. Alternatively, just place 2 spires and remove one of them, allowing a drone to build there.



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

Jan 24 2010, 4:54 am Lanthanide Post #3



Is that really the only way to do it? Also I'm not sure how your second suggestion differs from your first, or exactly what you mean. Do you mean place 2 spires in the same spot, and remove (as opposed to 'kill') one of them?

Also I believe doing that method would result in lots of error messages when the player actually builds on that spot due to the building not being created. There might also be flickering visible?



None.

Jan 24 2010, 5:11 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

then create/move. 2nd method leaves a spire there. Take a look at this



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

Jan 24 2010, 5:29 am fat_flying_pigs Post #5



That second method is also used for stacking in game w/o lights. If there is a stack, and any amount of buildings die, that terrain is marked as "unoccupied" for being built on. When a building is made there, that area becomes "occupied." So make 2 spires, kill 1, and you can build there. Similarly, making 50 spires, and killing 1 spire for player X whenever there are 50 buildings there will allow players to build 50 buildings in that spot.

(i'm quite sure that right, if it isn't then it was prob my hax...)



None.

Jan 24 2010, 5:39 am Lanthanide Post #6



Wow, that map is really well done rockz.

I think the spire trick will work out well for my purposes. I'm making the Nydus Canal into a 'skip lap' building that is semi-secret. I already have some neutral spires on my map in pretty much the spot I wanted the creep to go anyway, so I'll just re-use them.



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[2026-7-18. : 2:27 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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