Staredit Network

Staredit Network -> UMS Assistance -> Enabling Cannon Power
Report, edit, etc...Posted by Kamikaze.Kow on 2005-04-03 at 22:28:22
Once again i have a problem...

Im trying to build cannons, and need to keep them powered without using alot of locations, and no pylons... HOW DO I DO IT!? pinch.gif
Report, edit, etc...Posted by slayer766 on 2005-04-03 at 23:02:17
put a location the size of a cannon on your cannon, and then have the trigger set up like this:


Trigger
Description:
Pylonless Cannons
Conditions:
¤ Player Who Owns The Cannon
¤ Always
Actions:
¤ Disable Doodad State For "Cannon" Owned By Current Player At Location "Ex.Location x"
¤ Preserve Trigger


There ya go. biggrin.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-04-03 at 23:04:08
He is saying he wants to do it without many locations. If he had 50 cannons, he would need 50 locations. He wants to do it an easier way.
Report, edit, etc...Posted by slayer766 on 2005-04-03 at 23:07:55
Just to tell ya there are Tutorials for just about everything too. Maybe go there and check them out, before you post any help topics. Then if they can't help, well then you came to the right place.

ADDITION:
oh ok then. Kow just make a location, maybe name it "Cannon" and always have that location follow the cannon of the player you want the cannon to be pylonless. Then have the trigger be:

Always

Disable doodad state for cannon owned by current player at location "cannon"
preserve trigger.
Report, edit, etc...Posted by Kamikaze.Kow on 2005-04-03 at 23:11:09
ya slayer, the problem is they can build lots of cannons..

I cant use that many locations :/
That would also be ALOT of triggers to go through

ADDITION:
Tried your Addition a while ago slayer, doesnt work... pinch.gif

Me, Deathknight, and Heimdal are still tryin to figure this thing out!
Report, edit, etc...Posted by LegacyWeapon on 2005-04-03 at 23:13:46
QUOTE(slayer766 @ Apr 3 2005, 11:07 PM)
Just to tell ya there are Tutorials for just about everything too. Maybe go there and check them out, before you post any help topics. Then if they can't help, well then you came to the right place.

ADDITION:
oh ok then. Kow just make a location, maybe name it "Cannon" and always have that location follow the cannon of the player you want the cannon to be pylonless. Then have the trigger be:

Always

Disable doodad state for cannon owned by current player at location "cannon"
preserve trigger.
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2 things.
1) Obviously you did not read his post. He clearly stated he wanted a way that did not use many locations. Of course 1 location per cannon is not a lot if you only have a few cannons so then many must mean 1 location per cannon for many cannons. He wants a way to not do 1 location per cannon.
2) That trigger is wrong and will not enable any cannons anyways.

Kow, did you try placing a ling (or any other burrowed unit) under the cannon and give the ling (or burrowed unit) to another player while enabled the cannon at that location?

Like
A: Always
C:
Move location to ling owned by p1
Give 1 ling at location owned by p1 to p2
Enable doodad state for cannon at location
preserve trigger.

I think that may work?
Report, edit, etc...Posted by Kamikaze.Kow on 2005-04-03 at 23:15:09
I used 2 triggers for the follow location thing and it didnt work, tell me if i can add more to fix them or something....

C:
Always

A:
Center location labeled 'Cannon' on 'Protoss Photon Cannon' at 'Anywhere
Enable Doodad State for 'Protoss Photon Cannon' at 'Cannon'
Preserve trigger

C:
Never

A:
Center location labeled 'Canon' on 'Protoss Photon Cannon' at 'Canon'
Preserve trigger
Report, edit, etc...Posted by LegacyWeapon on 2005-04-03 at 23:18:15
The never condition means you will NEVER EVER run that trigger.

That won't work because it will always center on the left most then bottom most cannon constantly (I am assuming you meant to move the location 'cannon' on cannons at 'anywhere')
Report, edit, etc...Posted by slayer766 on 2005-04-03 at 23:26:39
QUOTE(LegacyWeapon @ Apr 3 2005, 10:18 PM)
The never condition means you will NEVER EVER run that trigger.

That won't work because it will always center on the left most then bottom most cannon constantly (I am assuming you meant to move the location 'cannon' on cannons at 'anywhere')
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sorry bout that Legacy... I was just trying to help out. cry.gif And what I quoted from you thats what I meant. I got mixed up and meant for it to be move the location cannon on cannons at anywhere. happy.gif
Report, edit, etc...Posted by chuiu on 2005-04-03 at 23:29:50
Try:

C:
Always.
A:
Give all cannon owned by current player to player 12.
Give 1 photon cannon owned by player 12 to current player.
Enable doodad state for cannon.
Move loaction 2x2 on cannon owned by player 12.
Give 1 photon cannon owned by player 12 to current player.
Enable doodad state for cannon.
Move loaction 2x2 on cannon owned by player 12.
etc..
Modify custom score for Current player: Add 1.
Preserve trigger.

C:
Current player custom score is at least 1.
A:
Give 1 photon cannon owned by player 12 to current player.
Enable doodad state for cannon.
Move loaction 2x2 on cannon owned by player 12.
etc...
Preserve trigger.

C:
Current player custom score is at least 1.
A:
Give 1 photon cannon owned by player 12 to current player.
Enable doodad state for cannon.
Move loaction 2x2 on cannon owned by player 12.
etc...
Modify custom score for Current player: Set to 0.
Preserve trigger.

Just keep copy pasting those three actions and create as many of the 2nd trigger as you need to enable all possible cannons a player might have. If you have multiple players then try giving them to other players ... 9-12 would work.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-03 at 23:32:59
Unless my memory is faulty, I'm pretty sure a player exchange will disable the enabled cannon.
Report, edit, etc...Posted by chuiu on 2005-04-03 at 23:41:09
Unless it will disable all cannons, It won't matter.
Report, edit, etc...Posted by Deathknight on 2005-04-04 at 01:12:06
QUOTE
then bottom most

The rule goes left most, then unit order if the units have the same X position. So it will center on a unit depending on the order it was created in if both units have the same X position.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-04 at 01:34:25
try this.

Trigger
Description:
POSSIBLE WAY TO RUN CANNONS
Players:
¤ THE PLAYER YOU WANT
Conditions:
¤ ALWAYS
Actions:
¤ ENABLE DOODAD STATE FOR PHOTON CANNON AT ANYWHERE

Hope this helps wink.gif
Report, edit, etc...Posted by Ultimo on 2005-04-04 at 01:45:58
No, that wouldn't not work. Enabling doodad state at "anywhere" would only enable the left most cannon, you need a seperate location for each cannon if you wanted to do it that way.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-04-04 at 01:50:25
QUOTE(Ultimo @ Apr 4 2005, 03:45 PM)
No, that wouldn't not work. Enabling doodad state at "anywhere" would only enable the left most cannon, you need a seperate location for each cannon if you wanted to do it that way.
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ok im not the best mapmaker in the world im probable the 50th worst ah well. mellow.gif
Report, edit, etc...Posted by ShadowBrood on 2005-04-04 at 02:06:47
Each location can only enable a cannon once. I did this with two different maps to confirm it. So sorry, but you're gonna have to make do with lots o' locations.
Report, edit, etc...Posted by sckor on 2005-04-04 at 05:44:30
QUOTE
ok im not the best mapmaker in the world im probable the 50th worst ah well. 


NO way. There are like MIllions of people who don't know how to map.
The basic concept here is to enable a cannon, eliminate it, then hop the location to another cannon, and enable that, then eliminate it and hop the location.... etc.
If you don't eliminate the cannon, The location will only enable the Leftmost cannon.

But then, you would need to enable a lot of cannons, you can only enable 12 per second, because I think after a moment you enable, it automatically disables, so you need to keep enabling.
Report, edit, etc...Posted by in_a_biskit on 2005-04-04 at 07:42:37
That's why chuiu has his triggers copied manymanymany times, to make sure that it will run through every cannon, every trigger-cycle. So with hypers, that makes the cannons enabled 12 times a second, for every cannon.

If you have the triggers in the order that chuiu's given, and you copy the second trigger enough times, then you don't even need to use the custom score, since SC will read all the triggers in that order and will cycle through all of them every triggercycle anyway.

Also note: disabling a photon cannon will probably crash SC for anyone who sees it.
Report, edit, etc...Posted by chuiu on 2005-04-04 at 09:23:38
No it won't. That only happens with a certain selection of units.
Report, edit, etc...Posted by AqoTrooper on 2005-04-04 at 10:46:29
Another option is using SCVs or Drones to build the cannons instead of probes... but you'll have to make sure you don't have Creep Conolies/Spire/Nydus Canal if you use drones or turrets if you use SCVs.

SCVs:

C:
Current Player brings at least 1 Missile Turret to 'Anywhere'
A:
Center location labeled '2*2 sized location' on Missile Turret owned by Current Player at 'Anywhere'
Remove all Missile Turrent for Current Player at '2*2 sized location'
Move all SCV for Current Player at '2*2 sized location' to 'placeble+unused part of the map'
Create 1 Photon Cannon at '2*2 sized location' for Current Player
Enable doodas states for Photon Cannon at '2*2 sized location'
Move all SCV for Current Player at 'placeble+unused part of the map' to '2*2 sized location'
Preserve Trigger

Drones(assuming you use spires):

C:
Current Player brings at least 1 Spire to 'Anywhere'
A:
Center location labeled '2*2 sized location' on Spire owned by Current Player at 'Anywhere'
Remove all Spire for Current Player at '2*2 sized location'
Create 1 Photon Cannon at '2*2 sized location' for Current Player
Enable doodas states for Photon Cannon at '2*2 sized location'
Create 1 Drone for Current Player at '2*2 sized location'
Preserve Trigger

The best part about this is that it requires only one trigger to work and (if you use Drones) you'll need only one location.
You can also do the same with Probes and Pylons->Cannons.
Report, edit, etc...Posted by Deathknight on 2005-04-04 at 16:33:01
QUOTE
Each location can only enable a cannon once. I did this with two different maps to confirm it. So sorry, but you're gonna have to make do with lots o' locations.

Explain why one location can only enable a cannon once. And I'll tell you that your confirmation is false.
Report, edit, etc...Posted by Kamikaze.Kow on 2005-04-04 at 19:29:35
btw, me and heimdal figured it out, he said hes going to write the tutorial for it later
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