Staredit Network

Staredit Network -> UMS Assistance -> Location size not large enough?
Report, edit, etc...Posted by tk5-terror on 2006-07-23 at 18:43:02
Okay, so I'm making this capture the flag kinda map (desert terrain).
And what I'm doing is, when your unit dies, an uraj crystal spawns over your corpse.
(Move location trigger). However, sometimes the crystal won't spawn and it will deliver the error message that it can not create it at the exact coordiante where your unit died. (Building exit has been blocked). I know I created the location size large enough...but there are several compounds in my map, but I know there is enough room to spawn the crystal anywhere on the map. Does anyone know the problem?
Report, edit, etc...Posted by A_of_s_t on 2006-07-23 at 18:47:54
Well, the isnt another unit in the location that ur unit dies in? That might make the location blocked.
Report, edit, etc...Posted by dumbducky on 2006-07-23 at 18:49:41
Show your triggers, I have no idea what you need.
Report, edit, etc...Posted by tk5-terror on 2006-07-23 at 19:04:32
QUOTE(dumbducky @ Jul 23 2006, 05:49 PM)
Show your triggers, I have no idea what you need.
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Basically- the trigger is:
If player 1 controls any men, then move location X on men @ anywhere, perserve trigger.

Then, if player 1 brings at most 0 men at anywhere, then create uraj crystal at location X, perserve trigger.

It's a simple move location trigger in which you can create a unit at the exact location where your unit dies ( you only control one ). However, sometimes the building exit is blocked and it makes no sense, when apparently on the map, there is enough room to spawn an uraj crystal.

ADDITION:
QUOTE(A_of_s_t @ Jul 23 2006, 05:47 PM)
Well, the isnt another unit in the location that ur unit dies in?  That might make the location blocked.
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Nope, unless you're talking about the corpse itself? But..that's impossible right?
The location size is larege enough too.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-23 at 19:05:21
is it dying when its next to invalid terrain? such as cliff, water...
Report, edit, etc...Posted by MoonlighTurtle on 2006-07-23 at 19:11:48
Power ups don't create exactly where the location is like a unit, they create to the grid sort of. Well, what I mean to say is they need space.


Try creating the uraj crystal in some place clear, and then move it to the location of the corpse instead of creating it directly at that location.

If later you still can't get the crystals to spawn properly you may want to try using a burrowed unit to represent a corpse. You can create a zergling for example with the burrow property for a computer that has burrow researched already, and then give it to the player who died and move it to their location. If you have burrow disabled for the players then they wont be able to unburrow the zergling.
Report, edit, etc...Posted by tk5-terror on 2006-07-23 at 19:13:41
QUOTE(Zeratul_101 @ Jul 23 2006, 06:04 PM)
is it dying when its next to invalid terrain? such as cliff, water...
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Often times it dies next to compounds that are truncated to their smallest possible size.
Physically, it's impossible to place a crystal on this terrain on StarEdit. However, wouldn't the trigger be smart enough to place the crstal anywhere on the location? I made the location size pretty large.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-23 at 19:26:33
i don't quite remember properly, but from what i do, creating always takes place at the center of a location, while moving will adjust for invalid terrain(if the location is big enough).
Report, edit, etc...Posted by -bilal92- on 2006-07-23 at 19:27:10
1. use hyper triggers
2. spawn the crystal before you die, not after
Report, edit, etc...Posted by Electroid on 2006-07-23 at 21:31:19
i'll tell you exactly what is happening. the location that follows your unit, returns to its default position at the units death, therefore, its default position just happend to be invalid terrain, like the edge of a cliff/water/space.

here is wat you need to do...

make the trigger that follows your main unit. also, make a map revealer, for whatever player, follow your main unit. if the main unit dies, the map revealer stays in its place. then you just make a trigger that creates a crystal at the map revealer.
Report, edit, etc...Posted by tk5-terror on 2006-07-23 at 21:31:25
QUOTE(-bilal92- @ Jul 23 2006, 06:26 PM)
1. use hyper triggers
2. spawn the crystal before you die, not after
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I am using hyper triggers.
How is it possible to spawn the crystal over your coprse before you die/
Report, edit, etc...Posted by Zeratul_101 on 2006-07-23 at 21:42:32
QUOTE(Electroid @ Jul 23 2006, 07:30 PM)
make the trigger that follows your main unit. also, make a map revealer, for whatever player, follow your main unit. if the main unit dies, the map revealer stays in its place. then you just make a trigger that creates a crystal at the map revealer.
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i'm damn sure you can't detect map revealers and how does this differ from just plain using a location. both of them go over invalid terrain. your best bet would be to use a burrowed lurker centering when a dc hits 3(any less and you'll have speed lag)
Report, edit, etc...Posted by MoonlighTurtle on 2006-07-23 at 22:44:17
QUOTE(Electroid @ Jul 23 2006, 08:30 PM)
i'll tell you exactly what is happening. the location that follows your unit, returns to its default position at the units death, therefore, its default position just happend to be invalid terrain, like the edge of a cliff/water/space.

here is wat you need to do...

make the trigger that follows your main unit. also, make a map revealer, for whatever player, follow your main unit. if the main unit dies, the map revealer stays in its place. then you just make a trigger that creates a crystal at the map revealer.
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Locations do not do that.

If you centered a location on a unit, and then that unit died, the location will stay there, UNLESS you tried to center the location on something else, or center it on the unit that doesn't exist, therefore causing the location to move to the center of the location the unit is.

For example if you said Move location X on nonexistant unit at location Y then the location X would move to the center of location Y.

This should not be a problem if your spawning uraj crystal trigger is before the trigger that centers the location on the unit whose place of death you want the crystal to be.
Report, edit, etc...Posted by fritfrat(U) on 2006-07-24 at 00:01:32
Electroid is wrong. Map revealers cannot be detected or acted upon in locations.

So long as your center trigger has a condition that states "Current player commands atleast 1 (unit)," the location won't reset to the middle of "anywhere" or whatever parent location you're using.

For your problem, I would recommend creating it somewhere else and then moving it to location instead of creating at location. See if that works. Powerups always have been weird in disappearing. For example, in games like SCV football, where there is no trigger but the powerup simply disappears when an scv holding it near an edge die.
Report, edit, etc...Posted by KaboomHahahein on 2006-07-24 at 00:55:38
The centered location will move to the center of the map when the unit it needs to center on is no longer on the map if the trigger is on preserve trigger. So as Electroid, the center of your map has some invalid terrain which the crystal cannot be created on. (I though you could not create crystals with triggers?)

Another suggestion will be to constantly spawn a burrowed unit under your unit while it still lives so when it does the burrowed unit will be at the unit's death position where you can create the crystal. Problem is, this will cause the unit to walk slower.
Report, edit, etc...Posted by MoonlighTurtle on 2006-07-24 at 00:59:19
QUOTE
(I though you could not create crystals with triggers?)


You can't create xtra units, such as mineral chunks, gas tanks, eggs, and cocoons.
Report, edit, etc...Posted by Kenoli on 2006-07-24 at 02:16:18
The problem seems pretty simple to me.

First you must understand that units come in all different sizes.
Take Marines and Powerups for example:
user posted image
Marines are relatively small, powerups are larger.

If you move your Marine close to a wall, like this:
(The grayed out area is unwalkable terrain)
user posted image

Then kill him...
user posted image

And try to create a powerup where he used to be...
user posted image
You can't. The powerup dosen't fit, it's too big.
Then comes the annoying buzz and the unit unplaceable error.

By the way, the trigger tk5-terror posted dosen't even allow for the location to be moved after the unit has died:
QUOTE(tk5-terror)
If player 1 controls any men, then move location X on men @ anywhere, perserve trigger.


Anyway, in order to spawn that powerup, you're going to need to move that location away from the wall. Fortunately for you, it's very simple.
First, create a unit, preferably the same type of unit that was killed. In this case a Marine.
Then create a unit that's the same size as the powerup, this unit will be displaced by the first unit:
user posted image
I used a Vulture. Vultures are the exact same size as Powerups.

Next you move a location to the Vulture, remove both of those units, and finnaly create the Powerup:
user posted image


QUOTE(fritfrat(U))
Powerups always have been weird in disappearing. For example, in games like SCV football, where there is no trigger but the powerup simply disappears when an scv holding it near an edge die.
That happens for the exact same reason. The powerup is larger than the SCV. If the SCV gets too close to the wall, the powerup doesn't fit.
Report, edit, etc...Posted by Heegu on 2006-07-24 at 03:19:14
QUOTE(fritfrat(U) @ Jul 23 2006, 11:01 PM)

Powerups always have been weird in disappearing. For example, in games like SCV football, where there is no trigger but the powerup simply disappears when an scv holding it near an edge die.
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Yea.. I have that odd glitch in my contest map tongue.gif
Report, edit, etc...Posted by Giygas on 2006-07-24 at 04:35:18
You could use something as small or smaller than a marine instead.
Like a burrowed zergling or an interceptor.
Report, edit, etc...Posted by Pyro-Fire on 2006-07-24 at 05:30:13
if bring 1 riney to anywhere

center location riney on riney at where
teleport all ling at anywhere to riney
preserve trigger


if bring 0 riney to anywhere
if bring 0 crystal to anywhere

center location riney on ling at anywhere
create 1 crystal at riney
kill ling
preserve triger


its a lil hard to understand but i dont feel like making anything special
Report, edit, etc...Posted by Kenoli on 2006-07-24 at 06:50:42
QUOTE(Giygas)
You could use something as small or smaller than a marine instead.
Like a burrowed zergling or an interceptor.
The point of using the same unit is so you'll know it fits. There's no need to use anything smaller.
Also, you can't displace a ground unit off either of those units, so they wouldn't work at all.
Report, edit, etc...Posted by Mp)EnderDouble on 2006-07-24 at 08:49:38
usually when a unit cant be spawned, it will find the closest available spot to the bottom left corner of the location to spawn. does this not apply for powerups..?
Report, edit, etc...Posted by fritfrat(U) on 2006-07-24 at 13:28:30
Wow, nice response, kenoli.

If you set it to make 5 powerups at a big location, it makes all 5, unlike buildings which would make only 1. For some reason they try to get created on terrain with which they can't be created, I guess.
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