Staredit Network

Staredit Network -> UMS Assistance -> Beacons!
Report, edit, etc...Posted by hOOt3rs on 2005-03-10 at 10:08:34
hmm..

Well i've tried everything.. to make it short and simple this is the trigger i use
Trigger
Players:
¤ Player 1
Conditions:
¤ Always();
Actions:
¤ SetDoodatState(Disable, Protoss Flag Beacon, beacondisable1, Current Player);




Whats wrong with my approach.. how can i get the cool glowing beacons that i have been seeing in alot of cool maps..
Report, edit, etc...Posted by chuiu on 2005-03-10 at 10:17:20
I see nothing wrong with your trigger. You do know you need a detector there briefly, don't you?

Oh and nice job with the offensive sig and avatar. I'm sure many people will appreciate that.
Report, edit, etc...Posted by 007Torrasque on 2005-03-10 at 10:35:01
I also think you have to wait a certain amount of time or renable the beacon.

Nice job, your going to e another to be warned right away. sad.gif
Report, edit, etc...Posted by hOOt3rs on 2005-03-10 at 14:04:23
lol, that was fun.. so much for my ava

i don't know what u mean about detector.. can you explain?
Report, edit, etc...Posted by chuiu on 2005-03-10 at 14:15:16
Something that can see cloaked units.
Report, edit, etc...Posted by Night on 2005-03-10 at 14:18:22

QUOTE(hOOt3rs @ Mar 10 2005, 01:04 PM)
lol, that was fun..  so much for my ava

i don't know what u mean about detector.. can you explain?
[right][snapback]161855[/snapback][/right]

Detector... as in Observer or Science Vessel, jus put one there an remove it maybe in 100 milliseconds
Or u can share vision and unshare
Eg: this is what i use
Trigger
Players:
¤ Player #
Conditions:
¤ Always
Actions:
¤ Disable Doodad State for Flag Beacon commanded by (sum other player)
¤ Run AI Script "Share Vision with (owner of beacon)"
¤ Wait "0" milleseconds (might need more)
¤ Run AI Script "UnShare Vision with (owner of beacon)"

NOTE: The beacon must not belong to the player who wants to see it "Invisible"
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-10 at 14:47:18
*cough cough* he never explained what doesn't work. Beacons don't do anything, there just place holders.

Lucky for you we can read peoples minds and assume your trying to cloak them.

PS. if you just want the glow then the beacon cannot be owned by the human player. (because their vision acts as a detector itself)

Edit: Oh crap DarKnighT(FA) just said that. . . good job DarKnight
Report, edit, etc...Posted by Night on 2005-03-10 at 17:30:54
QUOTE((U)Bolt_Head @ Mar 10 2005, 01:47 PM)
Edit: Oh crap DarKnighT(FA) just said that. . . good job DarKnight
[right][snapback]161884[/snapback][/right]

Thx bolt at least im recognized tongue.gif
Report, edit, etc...Posted by hOOt3rs on 2005-03-10 at 17:53:39
THATs IT!! great! thanx alot..


Although i don't understand it.. it works.. thanx alot everyone for your help.. now my map will be moving foward and soon you will be playing it! i hope..
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-10 at 18:18:09
I think i'll write a tutorial bout that. Generic Cloaking. smile.gif
Report, edit, etc...Posted by hOOt3rs on 2005-03-10 at 19:56:56
yep.. im a noob to these forums.. and im not a good explainer..

i thought it was clear..

i am now addicted to making ums maps.. so you'll be seeing some more of these(?) ...
Report, edit, etc...Posted by sckor on 2005-03-11 at 04:53:56
It seems your new! Welcome..

UMS, has a lot more flexiblility than Melee, to me. Hope you become a good map maker.
I just learnt how to cloak beacons now..
Report, edit, etc...Posted by in_a_biskit on 2005-03-11 at 06:48:35
So let me get this straight (cause I've never tried this particular trigger before)

I need to disable the beacon, then wait a while, then enable it again.
Is that right?

In addition, I need all of the following:
1) the beacon doesn't belong to any human
2) the humans must be able to see it for some time (with a detector or with shared vision) prior to the glow effect working

Is this the same method as that shown in this tutorial? The tutorial doesn't say that you must detect it, but it says that you should enable the unit twice, and order it to move as well.

Could someone please clarify for me? Thanks.
Report, edit, etc...Posted by RexyRex on 2005-03-11 at 08:44:53
You know what? Here is my own tutorial. Works great.
1) Place the beacons you want "Cloaked" for player 8, anywhere on the map.
2) Create a 3x2 location (Size of the beacon) anywhere on the map also. Name it "Beacon."
3) Create the following trigger:

PLAYERS:
All players
CONDITIONS:
Always
ACTIONS:
Run AI Script turn ON shared vision with player 6.

4) Now create this trigger:

PLAYERS:
Player 8
CONDITIONS:
Current player command at least 1 [RACE] beacon
ACTIONS:
Center location labeled 'Beacon' on all [RACE] beacon owned by current player at 'Anywhere.'
Disable doodad state for [RACE] beacon at 'Beacon' owned by current player.
Give 1 [RACE] beacon owned by current player at 'Beacon' to player 12.
Create 1 Observer for player 6 at 'Beacon'
Wait for 0 milliseconds
Remove 1 observer for player 6 at 'Beacon'

5) Obviousley, replace [RACE] with the race of the beacon you placed on your map. You can place more than one kind of beacon too, but you have to copy the trigger and change Protoss to Zerg or whatever races you used.
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