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Staredit Network -> UMS Assistance -> Walk Through Building
Report, edit, etc...Posted by rockz on 2006-12-13 at 16:19:08
QUOTE(Azg3r @ Dec 13 2006, 04:47 AM)
Preplaced-disabled sprite-units are walkable and do not crash  happy.gif
http://img214.imageshack.us/img214/5180/sc...06104923jh2.png
[right][snapback]603037[/snapback][/right]

I'm not quite sure what you did there... could you explain it a bit more?
Report, edit, etc...Posted by Ihjel on 2006-12-13 at 18:26:23
First place the spawning pool using the sprite layer:
user posted image
Then you toggle this flag in properties:
user posted image
Report, edit, etc...Posted by Mp)Blu on 2006-12-13 at 19:54:36
So those are sprites...what is the difference from a disabled unit that way, and a disbled unit using triggers?
Report, edit, etc...Posted by Ultramilkman on 2006-12-13 at 21:54:09
Ah yes, it has the exactly same affect as the stacked drone build building thing, I guess you can do that with pretty much all zerg buildings then.

Wow that's really intesting discovery, it's much better then my suggestion.

Addition: I tested, all zerg building (except infested CC) can be disabled, and they will be walkable. But the hatchery, hive, and lair does not produce larvas, and the other buildings have no functions either.

Addition: Buildings made by stacked drones are fully functional.

Addition: Some images
[Url=http://www.staredit.net/index.php?showtopic=37180&st=20[/url]user posted image
[Url=http://www.staredit.net/index.php?showtopic=37180&st=20[/url]user posted image
[Url=http://www.staredit.net/index.php?showtopic=37180&st=20[/url]user posted image
Report, edit, etc...Posted by rockz on 2006-12-14 at 04:17:02
QUOTE(Mp)Blu @ Dec 13 2006, 07:54 PM)
So those are sprites...what is the difference from a disabled unit that way, and a disbled unit using triggers?
[right][snapback]603281[/snapback][/right]

Nada. I just checked.

So we can make walkable spawning pools while disabled by preplacing them, but only with Unit Sprites.
Disabled Spawning pools (and some other normal buildings) crash.
We can make a "fake" selectable pool using a sprite on top of a beacon.
We can build on top of buildings by preplacing, then removing one thing on top of it.

In game, we can stack drones and make any building walkable.

Now all that's left is to figure out if we can duplicate the in game walkable buildings via triggers.
Report, edit, etc...Posted by Ihjel on 2006-12-14 at 05:17:22
QUOTE(Mp)Blu @ Dec 14 2006, 01:54 AM)
So those are sprites...what is the difference from a disabled unit that way, and a disbled unit using triggers?
[right][snapback]603281[/snapback][/right]

The animation is different.
They dosent cloak.
They are walkable.
They crash alot less.
Enabling a disabled Sprite Unit will often crash.
Report, edit, etc...Posted by rockz on 2006-12-14 at 16:21:33
I thought Blu was talking about preplacing a disabled sprite and disabling a preplaced sprite. There is a difference between a sprite and a sprite unit, however.

Okay, hopefully I wont have to bump this topic, and someone else will.

I'm trying to make a gate, and be realistic about destroying the gate. I'm probably asking too much, but here goes.

When the left pit door is enabled, I want a building (it doesnt really matter if its walkable or not) that can be killed, signifying that the door is busted open. When the door is open, I'd like the unit to then be walkable and cloaked/maybe invincible. Note that when I say unit, I mean anything, even powerups or whatnot. I'll be working on it, but I don't think I'll be able to do much with it.

Edit 2:
I might be stuck with just choosing one walkable disabled sprite unit and not bothering with cloaking. I can cloak a disabled ghost sprite unit with an arbiter, but then I have a messy arbiter there for no reason, and the disabled ghost sprite unit moves off the door when it starts. I'll try some other things.

Edit 3:
And after a few minutes of testing, I found that I could use a resource chunk, but it won't cloak. I can also use a Dark Templar, though that suffers the same as the ghost. I'm getting close.
Report, edit, etc...Posted by Puddin on 2007-01-02 at 04:20:14
You could possibly use a Spawning Pool sprite, but then your guy may be covered up by the spawning pool.
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