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Staredit Network -> UMS Assistance -> Getting a cannon to attack w/o a...
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-20 at 01:40:31

Trigger
Description:
Make cannon
Players:
¤ all players
Conditions:
¤ current player Bring 1 pylon to anywhere
Actions:
¤ move location cannon build on pylon anywhere
¤ remove pylon at cannon build
¤ create cannon for current player
¤ give cannon to p12
¤ enable doodad state for cannon owned by p12
¤ give cannon to current player


that is what my trigger is. I need to get that created cannon to shoot ive tried creating it then setting doodadd for current player, setting doodad for all players who own cannons at anywhere with an always condition. I really need to get this done please help.
Report, edit, etc...Posted by DevliN on 2005-03-20 at 01:47:38
To have it attack without a Pylon, just enable the doodad state of each Photon Cannon (keep in mind that you need a location around each that you want enabled Cannon).


Also, if you use triggers to create a unit after enabling a Cannon, the Cannon will automatically become disabled again. I bet this is your issue. Everytime you make a new Cannon (or any unit) the other Cannons become Disabled.
Report, edit, etc...Posted by chuiu on 2005-03-20 at 02:52:44
Give it to the player THEN enable it.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-20 at 17:49:14
thats why i gave it to p12 then enabled it then switched it back. It still doesnt work. I have a start location for p12.
Edit: Since I really cannont get this to work. How do i make a tank like Tower Defense where it moves back and forth making it unmoveable but still shoots???
Report, edit, etc...Posted by chuiu on 2005-03-20 at 17:53:36
You use the "set doodad state" action and you disable it's doodad state.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-20 at 18:31:28
QUOTE(Kept_Wheat @ Mar 20 2005, 04:49 PM)
thats why i gave it to p12 then enabled it then switched it back. It still doesnt work. I have a start location for p12.
Edit: Since I really cannont get this to work. How do i make a tank like Tower Defense where it moves back and forth making it unmoveable but still shoots???
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I'm pretty sure cannons lose there enabled status when you give them from one player to another.

Here is another likely problem, Since your creating pylons cannons around your new one will become disabled when the pylon is removed. I would try a differant building, maybe a SCV creating a turret.

Theres alot of stuff that messes up the status cannon enabled by triggers. We might need to see the map to figure out whats going on.
Report, edit, etc...Posted by DevliN on 2005-03-20 at 18:32:11
For Tank: Disable the tank with the Set Doodad State action.

For Cannons: It wont ever work if you have anything created with triggers after it is enabled.
Report, edit, etc...Posted by PearS on 2005-03-20 at 19:15:55
Devlin you say that creating a unit after something has been enabled once again disables it? Well wouldn't a trigger like:

Always

Enable doodad status for all cannon at anywhere

fix that? Or does it just not work like that? I ask because I use doodad status to enable Protoss upgrade buildings in my rpg and I've got units being created all over and they are always enabled when I click them...
Report, edit, etc...Posted by chuiu on 2005-03-20 at 19:17:54
That would enable ONE cannon.
Report, edit, etc...Posted by FaZ- on 2005-03-20 at 19:18:54
Too much is done for show. Stack a damned pylon under it. Tada. Are you really getting near the 1700 unit limit?
Report, edit, etc...Posted by PearS on 2005-03-20 at 19:59:26
Faz he doesnt want pylons in the map. He wants them to build a pylon and a cannon to be created.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-21 at 00:48:11
QUOTE(FaZ- @ Mar 20 2005, 06:18 PM)
Too much is done for show. Stack a damned pylon under it. Tada. Are you really getting near the 1700 unit limit?
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I would suggest putting a burrowed unit below it and cycle a location between them enableing all the cannons over and over again.
Report, edit, etc...Posted by sckor on 2005-03-21 at 05:55:08
You need to constantly enable the cannon, not just once.
Other wise, it will be enabled, but then will becom disabled.
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