while i was making triggers i got this message:
"You have created the maximum number of units with properties possible.
You will not be able to be able to create any additional units untill you delete the old ones."
and now i cant change the properties of units >_o
is there anything i can do about this?
Well, there are only 64 of them.. my suggestion is that if there are a few that create the same unit, even in a few places, have it run from a switch so that you set the switch, insert a wait (to let the other trigger run) and move the unit where you want it.
You either have to recycle the triggers with switches or preplace the units and move them.
oh yeah, I can just apply the properties with other triggers :F
Why is there a limit on spawning units with properties?
Well you can't apply them, you'll have to preplace the units then move them.
I dunno why, but we'll just have to live with it.
Can't i just set % health at the location i spawned the unit at?
like this:
Create 1 marine at 'location 1'
Modify unit hit points for marine at 'location 1'
Yea you could but then you'd have to worry about other units going in those locations and having their health changed.
-MODIFY UNIT HIT POINTS
Set hit points for quantity units owned by player at 'location' to percent%.
set it for 1 of the unit you spawned for the player it spawned for, also there probably wont be any other units in the place that in spawning them in.
You could spawn them somewhere, apply the health, and them move them somewhere else, so no other units could change their health.
Yes kenoli i think that would work what you just said
Off topic : your avatar is the greatest. Ever.
QUOTE
Off topic : your avatar is the greatest. Ever.
<3
i made that animation a day or 2 ago

Proedit lets you break the 64 unit properties limit. Just use that.
does anyone know WHY there is a limit on units with properties?
I dunno. I guess they just dont want it to lag.
just use create unit properties for specific unit details
hallucination, burrowed or cloaked.
the computer will cloaked anyways if they have enough energy and get hit, but only use it if you need to be cloaked when created.
invincibility can be set
hp,energy and shield can also be set
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just use create unit properties for specific unit details
hallucination, burrowed or cloaked.
the computer will cloaked anyways if they have enough energy and get hit, but only use it if you need to be cloaked when created.
invincibility can be set
hp,energy and shield can also be set
You can only make so many create units with properties triggers, then it wont let you make any more.
Because it references to them in the triggers and it makes the action smaller to only have 6 bits for choosing a "properties". You can double them up though as Dawg said with proedit so you could have a "burrowed invincible" one and then reference to it more.
thats why i said use it only for
specific units.
you could always put them in switches so it can be reused.
Without any description of what map you are making, that is my opinion of the situation.
(are you making a with ALOT >100 units, then put some preplaced ones like what phatdiddy said)
And "Why is there a limit on spawning units with properties?"
i am not sure about that

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"Why is there a limit on spawning units with properties?"
Well since 256 is the highest number that can be stored in a byte and 64 multiplied by 4 is 256, maybe each create unit with properties actions takes 4 number things in the byte, I dunno.
It's got something to do with the number since it's the same with switches and locations.
My map: 6 players that each control 1 unit at a time, 2 computer players that control civilians and flags mostly, none of them ever get killed or spawned.
I was going to have a health upgrade, and was making the extra triggers for spawning units with 80% life but i hit that limit. I didnt know about the limit untill i hit it, and it really throws off the structure of my map. But i can probably figure out something to make it work
This is what you do.
Replace your create units with property action with a set switch action.
Then have another trigger with conditions switch is set and actions create units with properties. Then clear the switch. So any time you need to create those same units with those properties just set the switch.
If all the units are different then you're going to have a problem creating them. So just create them and then change properties, or preplace them. Either work.
Or he could have a death counter and set it to say, 80 to set the life of all units at a certain location to 80% if a switch is set and clear that switch, with the 80 changing when necessary.
Recycle them with PROEdit+SF. period.
There is a limit on created units with properties. I dont know why it does that, but it does. I prefer using starforge, i think it doesnt have the problem.