how do I power photon cannons without a pylon near
The real question is...can it be done?
Maybe disabling doodad state for the Pylons or the Cannons and then removing the Pylons...

As far as I know, it's impossible. Why do you care?
Did you see it done in a map, do you want to have an un-pylon'd Cannon, or just curious about SE and want to learn more about it so you can exploit it further?
Or something else?
I had the feeling that using doodad state would work.
Wearing off?
Do you know why?
Something causes it to check if a Pylon is near I guess. I havn't really used it extensively, or had a problem with it.
Ok now I need to know how 2 do it for about 50 canons without making a location for each...
Only one Location is required. First, place an air unit over each Cannon. Then run the following trigger...
Player: Air Unit/Cannon Owners
Conditions: Current Player Commands at least 1 AirUnit.
Actions: Center "2x2Loc" on AirUnit owned by Current Player at "Anywhere (or a loc around the Cannons)".
-Remove 1 AirUnit for Current Player at "2x2Loc".
-Disable Doodad State for Cannon for Current Player at "2x2Loc"
-Preserve Trigger
This will be pretty slow... you can run it with a hyper trigger to speed up. This isn't going to work for stacked Cannons.
or have 1 moving air (for my purposes lets say a wraith) unit with triggers to have it move over each cannon (requires hypertriggers).
Conditions:
-Always
Actions:
-Center Location 2x2 on wraith owned by whatever player.
Conditions:
Always
Actions:
-Order wraith to go from location a to location b
-Enable doodad state for all cannons at 2x2
Then any cannon the wraith touches will be enabled.
b.d
wow the suggestions for clokeing many cannons are getting worse each post. I wasn't going to say anything about the air units over the cannons but a wraith flying around. . . thats just stupid. Can you think of another way that might work that will take even longer? Im also currious to your triggers that make it move over every cannon. For im sure you can't come up with a good way to do that without locateing every cannon in the first place witch then makes the wraiths purpose useless.
Well I posted the wraith version assuming that the cannons were pre-placed.
But I don't know what to do if the cannons are built instead of placed by the map maker.
I just know simple stuff

b.d
yeesh just temporarily give the cannons to another player then center a location on the cannon owned by the other player and give it back to the original player after you do what ever you want to the cannons.
it will allow for one location to cover any amount of cannons o course not the fastest of means but not some wraithy thingy which just sounds bad becuase it requires mr waith not to move
Just use my method. You don't need fancy crap like magical Wraiths, or a wasted Player slot, just one location and some hyper triggers.
But with your location you have to put a unit over each cannon, which is hard with tons f cannons.
I think thermo's method is best.
b.d
Well, assuming you have a Player slot to waste, sure. If you can't afford the units with my method, just use an air unit and have it Create and Disable a Cannon. Don't even have any Cannons placed.
players to waste heh well if u use SF i think there is quite a few players to waste u know like players 13-255 but that is just me thinking
Get me some working triggers for Players 13-255, and then your method is superior. With all the research I've done on them, I think I would know...
http://www.staredit.net/?showtopic=897I really should finish that research one day...
u were doing all that research with regular star edit correct?
You cant. You need a third party editor to place the units

Just making sure btw do you know what editor these test were done with?
"These were made with SCMToolkit and opened in StarEdit, no other editors were used."
Reading > Posting
The StarEdit I was using did have some customizations I placed on it myself... such as 255 Max Upgrades, units of all races placable for a player, etc.
QUOTE
**p70** - Opens in StarEdit once then corrupts. The map will not corrupt until it is opened and saved in StarEdit. Then you have STARCRAFT ON CRACK. First, the minimap is a bunch of glitched up lines. The map becomes bigger yet you cannot scroll into the new area. At the bottom, there is an area of null terrain. It can be built on into the first few squares or landed on with a CC. Units will not build on it unless a Hatchery is used to extend Creep to cover it. Very crazy, hard to explain. Null area acts almost like a new dimension?? Can crash players. Screenshots:SS1 · SS2 · SS3 · SS4 · SS5 · SS6 · SS7 · SS8 · SS9
hm... that is not really strange. The minimap effect is that the minimap is messed up in diagonal. Test a 129x128 map, then a 130x128, then a 131x128 and tell me what happend. Now test a 191x128 map.
About the terrain thing, are just null tiles, so is a zone that SC adds where there is not terrain data (it is filled with 0x00). Just try placing null terrain in StarForge or SCMDraft or GUEdit and tell me what happend

Yeah, we all knew that already. Normally setting a map size to 129x128 crashes... or at least for me.

Come to think of it, the minimap probably only messed up because it's trying to display the sizes the map changes to that it wasn't designed for. Thanks for ruining the only major discovery in the whole damn thing.

lol, sorry
Well, you did a good work. All lists with elements that crashes are good works

Yeah after doing some testing of my own very late at night i must say that the testing is good, strange thing though in sf there is no player 13 or 14 or up til 30. And 30 trigs won't work in general sadly so back to what 12 player slots total...
How sad i was hoping u could use em all would allow for a lot of really good counters and crap.
But i guess someday someone will figure out how to make those players usable ( hopefully )