How do you make it so when you start the game, you dont have to make pylons? because your building limit is to the max? or no build limit? and i forgot this, its a popular question, how you make units rebuild their own stuff? is it by unit hangar count?
Ty
honestly, learn to be coherent with your english...first of all, what game? second of all, if you're talking about reavers/carriers automatically refilling their scarabs/interceptors, then yes, it does use the hangar count action(note that this doesn't work for vultures refilling their mines).
How do you make it so when you start the game, you dont have to make pylons? because your building limit is to the max? or no build limit?
Ok and what u dont understand? Let me translate it...
How do you make it when you start the game, there is no unit count... I mean cmon, my english is fine. All i asked is how to make many units without using pylons or buildings that increase ur unit #... so difficult to understand?
And who the hell cares what map it is? triggers work the same on all maps dont they?
You just pre-place a number of pylons.
EDIT: Most people stack them. UED's can also be used to increase the supply but I don't know which.
You can't make BUILDINGS without pylons no matter what you do, unless they're preplaced and you use Enable Doodad State for each building separately.
You can make UNITS without having to build more pylons by preplacing a ton of pylons for the player so he doesn't have to make them himself during the game.
Protoss Heroes don't take up any psi (which is what the pylons provide).
Starcraft does not display supplies/overlord/psi for the three races when you don't have buildings for those races. This does not mean you don't NEED those things, and you'll still get the "Not enough supplies/overlords/psi" error when you try to train units. That is, of course, unless you preplace them as I mentioned before.
However, it is possible to give a player over his max limit of minerals/vespene so Starcraft no longer displays those values. Now if you make a building, it will appear that you had infinite minerals and vespene because the counter will not go down.
can u preplace outside of the map?
QUOTE(Vampiir @ Jan 28 2007, 07:25 AM)
can u preplace outside of the map?
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The pylons? No. It will crash. Any building even one pixel outside the map will crash.
Did the Extended Players method of messing around with supply maxes, caps, and uses get patched out for good?
If you're relying on an old memory, you could once change player's supply amounts and caps using units placed for extended players (I don't remember exactly which ones), but I'm fairly sure that's been totally patched out by now.
QUOTE(DT_Battlekruser @ Jan 28 2007, 12:11 AM)
Did the Extended Players method of messing around with supply maxes, caps, and uses get patched out for good?
If you're relying on an old memory, you could once change player's supply amounts and caps using units placed for extended players (I don't remember exactly which ones), but I'm fairly sure that's been totally patched out by now.
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Anything that writes to memory using Extended Player are gone.
QUOTE
if you're talking about reavers/carriers automatically refilling their scarabs/interceptors, then yes, it does use the hangar count action(note that this doesn't work for vultures refilling their mines).
From what I've heard, it doesn't work on nuclear silos either.
QUOTE(Vampiir @ Jan 27 2007, 07:45 PM)
how you make units rebuild their own stuff? is it by unit hangar count?
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Topic starter in another thread found out that he disabled Interceptors for the player.
And yes, it only works for Carriers, Reavers, and their Hero counterparts.
You cna get around unit count by not having any buildings and then creating units for the player.
QUOTE(CheatEnabled @ Jan 28 2007, 11:06 AM)
You cna get around unit count by not having any buildings and then creating units for the player.
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You have to use triggers to create every unit and that's far from solving the problem.