Staredit Network

Staredit Network -> UMS Assistance -> Pynlonless Buildings
Report, edit, etc...Posted by Wilhelm on 2005-03-28 at 19:56:26
I searched the forums, and from what I've read, it apparently only works on preplaced buildings? The tutorial in the database and the other thread haven't given me an answer.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-28 at 20:01:21
It should work on any building (including preplaced).

Are you sure you preserved trigger?

I heard giving units/spawning would mess this up.

Are you sure it's only 1 building per location?
Report, edit, etc...Posted by Wilhelm on 2005-03-28 at 20:13:51
The triggers are as following:

Conditions:
Current Player brings 0 Probe to "Probe".
Current Player Brings 0 Ghost to "Indicator"
Actions:
Center Location named "Probe" on Probe for current player at "Anywhere"
Preserve Trigger

Conditions:
Current Player Brings Atleast 1 Pylon to "anywhere".
Actions:
Create 1 Ghost at "Indicator"
Move all Probe for Current Player at "Probe" to "Move to"
Center Location "Pylon" on Pylon for Current Player at "anywhere"
Remove 1 Pylon for Current Player at "Pylon"
Create 1 Cannon at "Pylon" for Current Player
Set Doodad Status to Enable for Cannon at "Pylon"
Move all Probe for Current Player at "Move To" to "Probe"
Remove all Ghost for Current Player
Preserve Trigger

This is a Defense game, I'd run out locations WAY too fast if I have to continously enanble each cannon.
Report, edit, etc...Posted by ShadowBrood on 2005-03-28 at 20:28:25
Making more buildings screws it up I think.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-28 at 20:35:40
You have to continuously enable each building.
Report, edit, etc...Posted by Wilhelm on 2005-03-28 at 22:30:45
Ugh. So there's no other way, right? That... that just sucks.
Next Page (1)