I was making my map and I copied some of my triggers that had create unit with properties triggers and I got an error message saying I had create too many units with properties and I would have to delete old ones to make new ones.
I was wondering what the limit for creating units with properties is, and what happens to your create unit with properties triggers after that limit, because they didn't disapear on me.
255 it is. Beats me why, but thats the number of triggers you can have of that type, max.
Hmm..Unit properties triggers, but who would use that many trigs in a map

I did once... but that was a long long time ago and I could have made the things way more efficient

QUOTE(Scorpion @ Jun 10 2004, 03:05 PM)
Hmm..Unit properties triggers, but who would use that many trigs in a map
Before i knew of the differance i had decided to use nothing but "create with properties" even if I didn't click anything. (cause it is alot easyer to change later)
Then i found out there was a max you could create with properties. So that shot that idea down the tubes.
QUOTE(Yoshi da Sniper @ Jun 10 2004, 03:03 PM)
255 it is. Beats me why, but thats the number of triggers you can have of that type, max.
The max is 64 ;P
Stupid Blizzard programmers, they were on drugs when they made SC

My friend made a bound, and was trying so absolutely hard to create the units invincible so the units wouldn't want to attack it.
He had a set-up of burrowed units with locations moving over them, player switching, and running about 40 or so switches, one for each trigger with one unit explosion hooked to it.
Poor bastard. I should've told him about alliance ai scripts.
Yea I thought the max was 64 too cause I counted how many I had the one time I went over. I figured 256/255 is something they introduced in a patch.
Random Tip: (not yet

)
'Create With Properties' are limited to 64. If you just need a unit to be created invincible you can just use a normal create and then turn on its invincibility after. But you have to be able to single that unit out otherwise another unit may get the invicibility, so it can be tricky.
Ok, I'll add a unit with properties slots recycler to proedit

It'd be awesome if you could recycle it in a similiar way as strings.
Yes, that would also be interesting to do that to location of bound maps, so that you could set it to one and it would do it for any on that location.
I'm sure you can just use Star Forge and change it to suit what you need, it doesn't have a limit and will not be affected by the Editor, plus in Starcraft it shouldn't care. Case Closed.
You guys want to know why there's a limit, right? I'll tell you. This is mostly just stuff Clokr_ told me back at Team SE, and I'm surprised he hasn't told the whole story here.
When you create a unit with properties, the properties you select are not part of the trigger. They are stored in a separate part of the CHK file. The trigger just refers to that part of the CHK file when it runs. It's just like how strings work - triggers refer to them, too, they're not included in the actual trigger. I guess Blizzard didn't expect people to need a huge pile of different properties, but I'm surprised that they didn't include a recycler in StarEdit so that it would automatically detect if the same properties were being used in a different trigger. Maybe it would be more trouble to include than it's worth. Fortunately, it's very easy to get around this limitation. After all, you can just set invincibily with an action and not take up space in the unit properties section. Save the create with properties spaces for units that spawn cloaked, burrowed, or hallucinated. You can modify any other characteristics immediately after they're created.
That's also why if you use the Text->Trigger feature of GUEdit, the properties part becomes unclickable, yet the properties will still remain. Very clever.
On a side note, I'd reccomend nobody use GUEdit for the Trigger/Text conversions because it farks up your strings. That's why nobody mentions it.

QUOTE(Nozomu @ Jun 10 2004, 05:05 PM)
You guys want to know why there's a limit, right? I'll tell you. This is mostly just stuff Clokr_ told me back at Team SE, and I'm surprised he hasn't told the whole story here.
When you create a unit with properties, the properties you select are not part of the trigger. They are stored in a separate part of the CHK file. The trigger just refers to that part of the CHK file when it runs. It's just like how strings work - triggers refer to them, too, they're not included in the actual trigger. I guess Blizzard didn't expect people to need a huge pile of different properties, but I'm surprised that they didn't include a recycler in StarEdit so that it would automatically detect if the same properties were being used in a different trigger. Maybe it would be more trouble to include than it's worth. Fortunately, it's very easy to get around this limitation. After all, you can just set invincibily with an action and not take up space in the unit properties section. Save the create with properties spaces for units that spawn cloaked, burrowed, or hallucinated. You can modify any other characteristics immediately after they're created.
I didnt beacuse on TSE forum I neede 99999 posts explaining it using 99999 methods and 99999 people didnt undertand it. So I didnt do it again here. But how I can see the IQ of this forums is higher that the IQ of the 99% of the members of TSE forums.
Heh, agreed. What's funny is that even the average members at Team SE were smart compared to, say, BlizzForums or BattleForums. It's about time that a map editing forum came along with an intelligent base population. Thanks, Yoshi!
QUOTE(Nozomu @ Jun 10 2004, 05:05 PM)
After all, you can just set invincibily with an action and not take up space in the unit properties section. Save the create with properties spaces for units that spawn cloaked, burrowed, or hallucinated. You can modify any other characteristics immediately after they're created.
'Save space' is not a correct definition, because staredit ALWAYS saves 64 unit properties slots. So if you only use 2 of them staredit will save 62 empty slots.
If you are not going to run out of create unit with properties actions, use them.
I put that part in because you sometimes don't know if you're going to run out of unit properties beforehand. I prefer to save them for when I need them, by only using them on units that have special properties. That way you can always be sure you have enough room left in the properties section should any burrowed or cloaked units need to be created.
I made time ago a Unit Properties Slot Editor. I attach it here. You can use it for see how many are used, or if you use it with SF for recycle it.
each player can only hold 800 triggers right? im not sure just asking
Uh, from where did you pull that number? I've never encountered such a limit. I don't think there is one.