Bound Maps

Jondamon

Member!
Joined
Dec 31, 2002
Messages
25
Reaction score
0
Location
TDot
Website
Visit site
I've been having some problems with exploding units. For example, having a row of exploding archons. I'm quite experienced using staredit, but I have just recently started my first bound map. During a test, I noticed that sometimes when I've made a trigger to create a unit, for example an archon, at a location the archon will stray from its location and not be killed allowing it to walk around in a different area. This happens often when I make these kind of triggers. I'm very sure there's nothing wrong with the size of the terrain/location these units are spawned at or the effects of the trigger. I've also noticed that the explosions look much too big compared to how they look in other bound maps. Unfortunately I can't compare my map to other bound maps in staredit since most bound maps are protected.
If anyone knows how to overcome this bug please ****ing reply.
Thanks :p
 

Crookedfoot

Premium Member
Joined
Aug 6, 2002
Messages
1,077
Reaction score
0
Location
Middle of Nowhere
Website
www.battleforums.com
If your putting a wait trigger between the spawning, and the kill, delete it. The kill should be immediate, so that you don't even see the unit that was used.

You may also have labeled the kill for a different player, accidentally, so that the unit can't be killed.

As far as wondering around if all of these things are as they should be.....
Are you using a comp player that has any kind of attack AI?
If so, try using a comp with a more neutral AI setting.

ie... Run Ai script, Set player 1 to ally

Unless the comp is getting attacked after spawning, it should have no reason to wander.

Enlarge your spawn/kill location, everything will happen in the center, no matter how big or small it is.
 

Jondamon

Member!
Joined
Dec 31, 2002
Messages
25
Reaction score
0
Location
TDot
Website
Visit site
The trigger seems to be fine, it looks exactly like this:
Create 1 archon 'here' for player 7
Kill all any unit 'here' for current player
I guess the problem must be the size of the location....strangely enough the units dont seem to be spawning at the center of the location, they spawn at the side, that must be why they wander.
As for the alliance settings, the bounder force and computer traps force are allied to each other, and they archons are created with invincible properties. I guess i should figure this out by myself, but i have one more thing to ask. Ive heard of an editor that can change the size of units more or less...if you know about it, give me a mother****ing link to it
thanks :p
 

CerebralChain

BattleForums Senior Member
Joined
Dec 2, 2002
Messages
1,633
Reaction score
0
Location
Riding the Bebop
Well... The editor that can change unit size, is Arsenal III. But that's not gonna help you here, cus Arsenal III is used for making mods and stuff like that.

I've made a few bounds and never come across the problem you describe... Sounds like you are creating more than 1 unit in the location, since the unit is wandering off... If it wanders off when a player hits it, try using air units for explotions... Weird... that trigger looks fine, but... u say "kill any unit 'here' for current player". Are you sure that you are making the trigger for the right player?

This is how I do it:

<Switch> is set
---------------------
Create 1 <unit> at <location> for <player>
Kill all <any unit> for <all players> at <location>
Wait <X> miliseconds
Create 1 <unit> at <another location> for <player>
Kill all <any unit> for <all players> at <another location>, and so on and so on...

But... Try making the locations bigger as you said, that is probably the problem...

If it's not... maybe you set it to kill at the wrong location, you gotta be very carful with that. So... check your triggers, and if there aren't any mistake then, I really can't help you.

O another thing... Do you name the locations? Cus that really helps if you're using alot of locations.
 

Jondamon

Member!
Joined
Dec 31, 2002
Messages
25
Reaction score
0
Location
TDot
Website
Visit site
Yep...I've checked my triggers, they're fine. As i said in my first post, I know a fair amount about staredit so I'm quite sure i haven't made any mistakes with the triggers. I'm not too sure about the locations though...i made them to fit the pieces of terrain (perfect squares), but im just wondering if i should make the locations bigger than the terrain. I also wanna know what exactly arsenal 3 does..i havent experimented with these editors yet....i just use what i have to (x-tra, isom, scmtoolkit). Someone please ****ing answer.
thanks :p
 

Crookedfoot

Premium Member
Joined
Aug 6, 2002
Messages
1,077
Reaction score
0
Location
Middle of Nowhere
Website
www.battleforums.com
If you get to a point where nothing improves from your end, attach what you have, or email it to one of us, we'll take a look at it an see if we can figure it out.

As far as the Arsenal 3, that is one that I have yet to work with myself, but I am familiar with what mods are.

A mod allows changes to the graphics, sound files, and weapons. Vertually everything that make StarCraft what it is.

If you plan to play a multiperson game, each player has to be running the same mod or it won't work.

Here is a link to Infocepters Mod area to give you an idea, of what others have done.

http://www.infoceptor.com/cdatafile.shtml

This would be considered an advanced user project.

As far as the editors you already use, they are the exact same thing I use, as well as most of the map makers I know.
 

Master.America

Premium Member
Joined
Dec 2, 2002
Messages
4,225
Reaction score
0
Location
San Jose, CA
Website
www.soundclick.com
I've downloaded a program that could change unit size in Staredit before. when I was trying to figure out how to make zero clutter maps. It didn't work very well though. Now the program I use is SCMdraft, which is very buggy but works well with making units overlap, align to either a 16x16 or 32x32 grid, and much more. It's still in alpha stages so it's full of bugs, though. You can download it here.
 

NewPosts

New threads

Top