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Shadowdragon
12-08-2007, 01:50 AM
I have a map with a problem...see, it spawns a horde of units, but I keep getting placement errors in game. I've done a few things to allieviate the problem, but the error isn't consistant, so tracking it is hard. I think it's caused by one of two things:
1. Units keep trying to spawn on top of each other
2. The unit count in-game is being maxed.

Any ideas? Or at least, is it possible to make the stupid spawn error not appear in game?

Serially, that stupid alarm sound ruins the mood. :P

The Watcher
12-08-2007, 02:03 AM
I don't have any experience with UMS maps, but what i've learned guessed is that with placement errors it is that their is no room for whatever creature to spawn in that area. (maybe making the area from where they spawn larger, to/or spread out the spawn points.

Don't know if this will help :(

Shadowdragon
12-08-2007, 02:35 AM
It helps a bit, as does making the units spawn in smaller waves...but the error continues regardless.

needler
12-08-2007, 09:44 AM
Maybe the units spawn too fast, so the first wave don't have time to move out of the way before the second wave spawns.

Rex
12-08-2007, 10:26 PM
Maybe you map is corrupted and you need to make a new one?

longlivefenix
12-08-2007, 10:38 PM
maybe you should make many different locations that will all spawn at the same time :-\
but idk

Shadowdragon
12-09-2007, 12:12 AM
http://img212.imageshack.us/img212/3176/layer990ci2.jpg (http://imageshack.us)

This is basically what the map looks like. The spawns I have trouble with are at the bottom right, or rather, the two layers that don't touch the edge, if it helps.

The units may indeed spawn to fast. I guess I'll add a wait and see if it helps

ImaGiNe.
12-09-2007, 01:03 AM
The problem with the Unit Placement error is because a location you are spawning units at is not traversable or the location spawns too many units at once. The way StarCraft functions in creating units at a location is pretty much a grid-like pattern. It'll build until it makes a full square of units. Once the square is full, the unit placement error activates.

Judging by your location placement, the two spawn points overlap, doubling the rate the square fills up at. Might want to move them a little bit away from each other and place a wait trigger.

Shadowdragon
12-09-2007, 06:15 AM
Well, that reduced the problem, but I guess that error likes me to much to leave. There isn't, per chance, simply a way to stack the units when they spawn, is there?

ImaGiNe.
12-09-2007, 09:29 PM
I cannot believe I forgot to ask you what sets off the spawning trigger. There is a way to stack (Zerg) units, but they would have to be burrowed.

Shadowdragon
12-10-2007, 04:00 AM
A scenario time elapsed condition (least). The problem is mainly with hydralisks, but also some mutas at the end.

ImaGiNe.
12-10-2007, 04:14 AM
Okay! There is your problem! Once the specific time has elapsed, the condition will be recurring, hence the over-spawning. You might want to activate the spawn trigger using a switch or death counter. Here is how it will work:

Players:
- Player X
Trigger Conditions:
- Elapsed scenario time is X game seconds.
Trigger Actions:
- Set Switch 1.
The above trigger sets up the switch.

Players:
- Player X
Trigger Conditions:
- Switch 1 is set.
Trigger Actions:
- Clear Switch 1.
- Create X units at location 0 for Current player.
- Preserve Trigger.
This trigger reacts to the switch by creating any amount of units all the while shutting off.

You could work around these triggers so that switch 1 is set every time opponents do something or when a specific time has passed. An example would be having the game time pass 11 seconds, the result would be switch 1 set. Then when the game passes 22 seconds, the switch will be set again! Hope this helps!

Shadowdragon
12-10-2007, 07:31 AM
Ok...well, I'll give it a try.

ImaGiNe.
12-11-2007, 01:40 AM
Let me know if it solves the problem!

Shadowdragon
12-11-2007, 02:08 AM
A switch solved the problem, but a diffrent kind of switch. The problem occured because units were in the spawn area. So I made a switch make them disappear. I don't know how to fix the path-finding problem, but this should work.