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Staredit Network -> UMS Assistance -> Stubborn Beacons
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-12 at 14:56:01
Ok first I’m going to state that I’m not trying to 'fix' anything but I’m trying to figure out more specifically what is wrong.

Here is the problem for those who don't know. Some times when disabling beacons they will refuse to become disabled.

My first conclusion to this was that the beacon needs to be snapped to a grid in order for it to be cloaked.
-To test this I had a map with beacons placed in X-tra Special edition. Some that worked and some that didn't. I tried using starforges move unit ability to move the none working one to be aligned with the grid and it still didn't work. I also moved a non working one off the grid and it continued to disable. (proving the solution is more complicated than that)
-Secondly I tried changing the unknown fields and flags seen in the starforge properties box but nothing seemed to affect the ability to disable the beacon.

A observation of habit, When the beacons were placed in starforge they almost always could be disabled but when they were placed with SC-Xtra they would only disable some of the time.

Here is my test map, you can clearly see that some of the beacons disable while others don't.
[attachmentid=6213]
Again my goal is not to make them work; It is to find out why they don't.
Report, edit, etc...Posted by BeeR_KeG on 2005-03-12 at 15:13:47
This is pretty odd indeed.

The only conclusion that I may draw as of right now is that SCXE has some of those flags that SF uses cheked or un-cheked but you can't see them or change them or view it's properties.

Does changing the properties of the beacon in SF change something? If it does then thats probably the problem; SCXE has some of thoes properties placed in it's beaconns that don't allow you to cloak as often.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-12 at 15:24:47
I tried changing the non clocking properties to be the exact same as the ones that would cloak. I havn't tested this but I think it might depend on weather or not the beacon is initially placed on the grid or not, or something having to do with its initiall placement. But then again i don't know if Staredit has any kinda data like that.

I would like to get Heimdal, SI, or someone that knows alot about the programing aspect of the map editors in on this.
Report, edit, etc...Posted by chuiu on 2005-03-12 at 16:02:32
Bolt, cloaking beacons always works perfectly. You have them stacked.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-12 at 16:27:20
Oh crap now i feel really dumb. I had no idea you could stack in X-tra Special.
Report, edit, etc...Posted by Urmom(U) on 2005-03-12 at 16:33:14
thats why the unit pixel size is extremly small. i figured this out a while ago too and i felt like an idiot back then =(
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-12 at 16:47:14
The beacons were stacked perfectly on eachother. I didn't even think of that being a possablity cause i know i placed them with X-tra and thought it was impossable to stack with X-tra.

Does anyone know if it is just beacons or whats the conditiosn for stacking in X-tra. I know most the time the units are removed.
Report, edit, etc...Posted by Tuxedo Templar on 2005-03-12 at 18:13:29
lol, clokr beat me to it. Yeah it's just beacons. I sometimes have to fish them out when making maps in xtra (you can tell the stacked ones by a subtle brightness difference and pulsation pattern in the glow).
Report, edit, etc...Posted by SA_Max71 on 2005-03-12 at 18:22:53
QUOTE((U)Bolt_Head @ Mar 12 2005, 01:47 PM)
The beacons were stacked perfectly on eachother.  I didn't even think of that being a possablity cause i know i placed them with X-tra and thought it was impossable to stack with X-tra.

Does anyone know if it is just beacons or whats the conditiosn for stacking in X-tra.  I know most the time the units are removed.
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Whoa, that's crazy! uberwoot.gif I didn't know you could do that in SC Xtra... I think it is stacking because SC xtra isn't considering it a Building or a unit that can move around the map without the use of triggers. I could be wrong though.
Report, edit, etc...Posted by Tuxedo Templar on 2005-03-12 at 18:25:25
It's just a bug with staredit. I think they did some sloppy programming for beacons when trying to get the glow and the actual solid part to mix.
Report, edit, etc...Posted by chuiu on 2005-03-13 at 02:18:31
QUOTE(Tuxedo Templar @ Mar 12 2005, 05:13 PM)
lol, clokr beat me to it.  Yeah it's just beacons.  I sometimes have to fish them out when making maps in xtra (you can tell the stacked ones by a subtle brightness difference and pulsation pattern in the glow).
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Hold on, I'm clokr_ now? blink.gif
Report, edit, etc...Posted by sckor on 2005-03-13 at 02:29:07
QUOTE(chuiu_os @ Mar 13 2005, 04:18 PM)
Hold on, I'm clokr_ now?  blink.gif
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Haha biggrin.gif

I don't use SCXE for stacking because it's not really clear if it is stacked or not, and it don't know how many is stacked.

QUOTE
lol, clokr beat me to it. Yeah it's just beacons. I sometimes have to fish them out when making maps in xtra (you can tell the stacked ones by a subtle brightness difference and pulsation pattern in the glow).


Don't they all have the same pattern? I mean, when you start the game, they all start glowing back and forth. So you can't really tell whether there are 2 beacons or not?
Report, edit, etc...Posted by RexyRex on 2005-03-13 at 04:55:13
No, I think it depends on the time you place them in the editor mellow.gif.
Report, edit, etc...Posted by hOOt3rs on 2005-03-13 at 16:44:58
i think you can also place observers on top of beacons then remove them quickly and that would work.. it worked on my ums anyway..
Report, edit, etc...Posted by u_dunu_who_me_is on 2005-03-13 at 18:40:50
When I try and disable beacons, the only thing that happens is they become non-cliackable. They never cloak for me disgust.gif
Report, edit, etc...Posted by chuiu on 2005-03-13 at 19:38:23
That's because you dont have a detector nearby. Disable them, create a detector, wait like 500 miliseconds, then remove it.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-14 at 01:09:03
QUOTE(hOOt3rs @ Mar 13 2005, 03:44 PM)
i think you can also place observers on top of beacons then remove them quickly and that would work.. it worked on my ums anyway..
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Since i started this thread and its moving on to the ovious i'll lock it.
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