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Staredit Network -> UMS Assistance -> max #units with properties/non-attackingHero units
Report, edit, etc...Posted by dipsetbwai on 2006-05-09 at 21:15:39
hey guys I'm making an RPG with X-tra editor, and I got a funny pop up while editting some triggers. It said I made the most allowable units with properties..., I took a screenshot (or see the link, here) of it so you can see what I'm talking about...
Basically, what happens with this, is, say I want to create hallucinated units or partial health, it won't create them as hallucinated or partial health... it'll create them as normal units with full health... I'm assuming X-tra can't fix this so i'll have to learn the trigger system in starforge or something.. *sighs*, this is a really ambitious project I believe it will become one of the greatest SC RPGS...

Also, I have another problem involving Hero units that don't move/attack. For example, I have a zerg computer that automatically burrows normal Zerglings, but it does not automatically burrow the Hero zergling. Also, I have Dark Templar (Hero) that belong to the same computer but don't move/attack! is there a script I have to assign to the computer to utilize all types of units?[attachmentid=18762]

Thanks in advance! keep mapping!
Report, edit, etc...Posted by Heimdal on 2006-05-10 at 01:24:17
You can only have 64 "create unit with properties" actions, because there are only 64 slots for those properties. If you use starforge or another advanced editor you can re-use the same properties slots, but you can never have more than 64 distinct sets of properties. If you don't want to go that route, you can usually get the same effect by using property-changing actions such as set HP/energy/shield percent or toggling invulnerability. Using these actions alongside a regular old "create unit" action will not count against your limit of 64.

As for the units not attacking, make sure the computer's not neutral and isn't allied to the players...Do the non-hero units attack as normal? If so then I'm not really sure what could be going on there. It could be a fundamental difference in the way the default AI treats heroes, I dunno.
Report, edit, etc...Posted by Kenoli on 2006-05-10 at 11:45:52
The computer just won't burrow the hero versions of the burrowable units.
I don't know of any way to make them burrow. There isn't an AI Script for it.
Report, edit, etc...Posted by dipsetbwai on 2006-05-10 at 14:56:46
QUOTE(,,)
You can only have 64 "create unit with properties" actions, because there are only 64 slots for those properties. 
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thanks for the 64 property limit, i fixed it smile.gif

QUOTE(,,)
The computer just won't burrow the hero versions of the burrowable units.
[right][snapback]483492[/snapback][/right]


yeah, and if i burrow them, they don't unburrow when an enemy comes either. The normal units work fine, normal zerglings run at you and attack. The hero zerglings stand there and get hit.

thanks guys. hmm and now i just ran into the string limit problem.. can Starforge bypass this? mann i hate starforge's trigger system...

Report, edit, etc...Posted by Noober on 2006-05-10 at 16:49:43
If you make the hero zergling burrowed, order it to move/patrol/attack to make it unburrow.
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