Staredit Network

Staredit Network -> UMS Assistance -> Pylonless buildings?
Report, edit, etc...Posted by Incinerate_IV on 2005-02-25 at 21:02:08
Hmmm... I read the turtorial, I copied the trigger exactly as it is, and the clostest I got is sometime when I click on gateway it just flashes the icon for building units for half a sec and then it goes back to saying unpowered... In case your wondering heres my how I set up my trigger...

Trigger
Players:
¤ player1
Conditions:
¤ Command 1 gateway at 'gateway'
Actions:
¤ Enable Doodad state for gateways at 'gateway'
¤ Preserve Trigger



Is there something I missed?
Report, edit, etc...Posted by greenreaper on 2005-02-25 at 21:04:36
Well, I think if units are being created in-game while that trigger is running to enable the gateway, the gateway will become disabled but then become enabled again by the trigger.
Report, edit, etc...Posted by Incinerate_IV on 2005-02-26 at 00:27:37
Wait, so you want me to disable to gateway first, then enable it?
Report, edit, etc...Posted by LegacyWeapon on 2005-02-26 at 00:38:53
Are you creating units anywhere in the map?

Disabling the unit first will not do anything.
Report, edit, etc...Posted by DevliN on 2005-02-26 at 00:39:30
[To Incinerate]
No, he's just refering to an issue I had. When you make a pylonless building and then have triggers make a unit in your map later on, the building will be unpowered until you click on it again. So in the long run, either don't make units spawn anywhere or just use pylons.

And as to your question, the trigger above is correct.
Report, edit, etc...Posted by RexyRex on 2005-02-26 at 00:41:43
Also watch out for any pesky waits or hyper triggers getting in your way.
Report, edit, etc...Posted by FaZ- on 2005-02-26 at 00:45:11
Supposedly there is a unit for an arbiter's cloaking field. Would it be safe to assume that there is also a unit for a pylon's aura?
Report, edit, etc...Posted by RexyRex on 2005-02-26 at 00:47:37
You could use an ugly Pylon sprite I think, but look worse than the pylon itself.
And that unit is gone/hasn't been found yet becuase of the new patch.
Report, edit, etc...Posted by DevliN on 2005-02-26 at 00:50:27
I don't use SF for my maps so I don't know about this, but would the Pylon Aura be able to power buildings like an actual Pylon, or is it simply there for aesthetic purposes?
Report, edit, etc...Posted by FaZ- on 2005-02-26 at 00:54:34
Keyword: Sprite. A sprite has no physical properties within the game itself, and is merely an image. So no, the sprite of a pylon aura has no affect other than a nice big ovular blue glow.
Report, edit, etc...Posted by Incinerate_IV on 2005-02-26 at 00:57:11
damn that sux, I guess I'll just use pylons then...
Report, edit, etc...Posted by RexyRex on 2005-02-26 at 00:59:15
Hm, what about the Draw as Sprite box? That little checkmark sure does change things...
But I haven't tested it tongue.gif.

And DevliN, are sprites a buffer overflow (Crash you)?

ADDITION:
Hm, you could place the pylon directly under the building then stack the building on top of it so it seems as if there is no pylon.
Report, edit, etc...Posted by DevliN on 2005-02-26 at 01:03:54
The Pylon Aura works fine on Macs. I think all sprites work in StarCraft on Macs, they just don't show up in our editors. Now extended players are a totally different story. We can't experience all that 2x speedy goodness.

I was just wondering if it could be used instead of pylons.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-26 at 01:14:51
QUOTE(FaZ- @ Feb 26 2005, 12:45 AM)
Supposedly there is a unit for an arbiter's cloaking field. Would it be safe to assume that there is also a unit for a pylon's aura?
[right][snapback]153447[/snapback][/right]
It's a sprite and no it does not have the characteristics of a pylon as told above.
QUOTE(DevliN @ Feb 26 2005, 12:50 AM)
I don't use SF for my maps so I don't know about this, but would the Pylon Aura be able to power buildings like an actual Pylon, or is it simply there for aesthetic purposes?
[right][snapback]153459[/snapback][/right]
No, answered above.
QUOTE(Incinerate_IV @ Feb 26 2005, 12:57 AM)
damn that sux, I guess I'll just use pylons then...
[right][snapback]153470[/snapback][/right]
I don't get what's so bad about having a pylon stacked beneath a building?
Report, edit, etc...Posted by FaZ- on 2005-02-26 at 01:18:26
Nothing at all, but I think that it would be cool to have an extended unit be used to allow a player to build. If owned by P12 perhaps even all players could build on the same area without having a pylon there. This could be used for non-existant things at the start of the map, such as in a defense map placing these to allow building.
Report, edit, etc...Posted by DevliN on 2005-02-26 at 01:23:38
Well what if he uses triggers to create the building in the first place? Then that would be something wrong with stacking a pylon underneath...
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