I'm making a new Zone Control map where you can choose your race that you start with (or you can have your race chosen at random) and you get a Turret, Spore Colony, or a Photon Cannon depending on what race you choose. My issue is that I need the Cannons to work without Pylons.
I know how to do it, and they work fine but I've come across one issue: when a Scout is created overhead the Cannon is immediately disabled. When attacked, it enables again. When I click on the Cannon, it is enabled until a Scout is created overhead and then it disables again. When I click on the Cannon it is enabled before and after a Scout is made - but not during.
Anyone know why this is happening?
PS.
Just so you know (and don't suggest it) I have a trigger always enabling all Cannons for all players. My issue isn't really about the Cannon, but more of why it disables when a Scout is made...
Is there some sort of wait?
It's hard to tell what the problem is without some kind of idea of how the system of spawning scouts works

How about making a small test map to see if it happens without the rest of the map.
I've had that problem before. It works fine, enabled and can shoot. Once I make another thing of anything it disables. It's they way it works

I've never found a way to fix that.
Well I have it so I'm using hypers and death counts to spawn them. At 25 deaths, 1 is spawned and then the count is set to 0 again. There are no waits on this map at all.
Yeah they get dissabled when units are created. I don't know if it is specificlly when a unit is created above it. Try creating the scout else where and them moving it to the cannon.
Lastly you can't enable all cannons at anywhere, you need a location for each cannon (or one that moves) other wise your only enabling the left-most cannon
Ah yeah I forgot about that, Bolt. I'll try to see if it can be made elsewhere and then move to the Cannon. Its just hard because I need the unit to create above the building in the same zone as it.
Well thanks for your help guys.
If I remember correctly, constantly enabling the cannon with hypers set should work. It doesn't actually enable when you click on it or when it's attacked, it gets enabled as soon as the trigger enabling it fires, it just doesn't show it.
I haven't tested this in some time but I'm pretty sure this is how it works.
EDIT: I don't think creating the unit and then moving it will work. I tried it with a zergling and it still disabled, but a scout could be different... I guess.
QUOTE(DevliN @ Feb 24 2005, 09:52 PM)
Ah yeah I forgot about that, Bolt. I'll try to see if it can be made elsewhere and then move to the Cannon. Its just hard because I need the unit to create above the building in the same zone as it.
Well thanks for your help guys.
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The other alternative is to enable the cannon right after you create the scout, (since the location is there anyways)
Meh I suppose I could do that. My only issue is that I would now have to go in and add the same action to 45 triggers and after awhile my head will explode due to all the repetition. Damnit us Mac users need a trigger editor like SF's...