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Staredit Network -> UMS Assistance -> how to power photon cannons without a pylon near
Report, edit, etc...Posted by Elven_Fury on 2004-04-17 at 05:28:21
I have an open comp that i am useing for a bunch of stuff like that
Report, edit, etc...Posted by .Coko[CK] on 2004-04-17 at 06:30:48
Yes but that used up a slot, like the problems of Player 12, i know what you mean, but unless u heavily MOD SC u can't and even then it won't be B.Net usable for huge numbers...

A guy named Mesk was using the 1024*1024 maps in his MOD some time ago, but i think he cancelled it...
Report, edit, etc...Posted by Thermo on 2004-04-19 at 13:12:19
Wow did he have to modify the minimap to display such large maps in his mod?
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-19 at 15:03:25
I resized a map to 512x512... it was editable but not playable.
Report, edit, etc...Posted by @:@ on 2004-04-19 at 15:32:53
Well.. a better idea for the enabling photon trick.

Assuming you know the editor extensiveley i'll go into brief detail and if you have any questions, you can ask me later. (PM me)

Lets start with the givens...
-If you do it this way you have to have hyper triggers on.
-You have to use a computer player, (preferrably a 'town' computer)
'town'= a.k.a- the computer that owns the town in a rpg or the units in the store of a defense map, of that sort.


First off, if you are starting the game with cannons already in place. You can give all of the cannons to the town computer and use the give trigger to hand out the particular cannons to each player in specific locations. (Or using the give order technique smile.gif )

If you need to be able to build cannons during the game, I suggest making the user build a turret, then triggers center on that and make it a cannon with enable doodad state.

Now...for the issue about the enabling wearing offf.. You would have to do a series of triggers that give the cannons owned by a player and give it to the town computer enabling them and giving them back to that player and going on to the next player.
Of course, i've never tested this it is just an idea i threw up in the air. smile.gif
Scientifically, it should work, but the editor doesn't always give you what you want.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-19 at 16:17:01
QUOTE(@:@ @ Apr 19 2004, 02:32 PM)
Now...for the issue about the enabling wearing offf.. You would have to do a series of triggers that give the cannons owned by a player and give it to the town computer enabling them and giving them back to that player and going on to the next player.
Of course, i've never tested this it is just an idea i threw up in the air. smile.gif
Scientifically, it should work, but the editor doesn't always give you what you want.

Evildrone(U) had a good method to deal with this problem. What you do is when you create the cannon also create a lurker (or other burrowed unit) at a remote area. Then move the burrowed unit under the cannon. This burrowed unit should be owned by the "town computer" or something inorder for it not to interfeir.

Anyways when you have a burrowed unit under each cannon you can Give the burrowed unit away one at a time while centering locations on them and enableing the cannon above it. When you gave all the burrowed units away simply give them back to the original player.
Report, edit, etc...Posted by @:@ on 2004-04-19 at 22:29:23
I was thinking something LIKE that too with lurkers, for some reason i was thinking there would be a placement error if you moved a lurker to a cannon. Now that i think about it, why would it ? lol huh.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-20 at 02:25:29
You never get a placement error when using the Move Action. If it can't move it will just stay where it was (i have made triggers based off of this).
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-20 at 15:21:01
Basically, it'll either keep trying to move to the location or eventually give up.
What annoys me though is how ground units don't move over long distances in straight lines. They always go slightly higher/lower (or to the side) at the start and back on the original line at the end.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-21 at 08:08:58
Don't know if thats a typo or not but were talking about moveing Units, not locations. Unless the trigger is preserved it will only try once to move the unit, if it fails so be it.

About the ground units. May times the terrain will influance this due to the units AI. Like if there is a obstical ahead the unit will start to move to the side to go around it. Or it may be trying to walk on the highest elivation type possable. (with sqaure tiles it may look weird). As long as your going strait up, down, left, or right then it should be rather strait. (take the map frogger for an example)
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