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Staredit Network -> UMS Assistance -> Help with disable doodads.
Report, edit, etc...Posted by Mr.Camo on 2004-04-08 at 11:28:43
Does disable doodad for building make it cloaked and disabled?
Because that's waht I need...Also triggers...I use order to make the units move (walk-wise), correct Yoshi?
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-08 at 11:31:41
It does both in most cases.

http://www.staredit.net/?showtutorial=34

Thats the list of all the units that can be disabled.


Disabled units dont move I believe, but theres this other technique of doing it that some other people are saying "works". Get bolty here on this one, I haven't tried this yet.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-04-19 at 15:05:00
To get a unit to move after disabling you have wait, enable, wait, enable, then order them to move. If the player sees it however, their game will crash, so do it in an isolated area, then give the unit back.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-19 at 16:24:31
QUOTE(Yoshi da Sniper @ Apr 8 2004, 10:31 AM)
It does both in most cases.

http://www.staredit.net/?showtutorial=34

Thats the list of all the units that can be disabled.


Disabled units dont move I believe, but theres this other technique of doing it that some other people are saying "works". Get bolty here on this one, I haven't tried this yet.

Sheesh where have you been. They figured out how to make disabled units move along time ago.

I uploaded a map to the thread talking about clokeing sunken colonies and stuff. Check that it. I havn't actually played with it much. Actually the database thing In the (U) seciton has a list of the effects it has on units. (although its hard to read cause clokr_ wrote it, and english is his second lauguage)
Report, edit, etc...Posted by Deathknight on 2004-04-19 at 17:06:05
To get cloaked units to move view the list I have made. http://www.staredit.net/gf/death/scgu.txt
That's the unfinished guide. It's unfinished because I'm missign an explanation for a trick and a few for past glitches.
I've recently been disabling sprites.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-21 at 08:14:41
QUOTE(Phantasy @ Apr 8 2004, 10:28 AM)
Does disable doodad for building make it cloaked and disabled?
Because that's waht I need...Also triggers...I use order to make the units move (walk-wise), correct Yoshi?

Just re-read the first post and I'm veiwing it compleatly differantly now.

About the buildings. If your trying to cloak a building that you know can be cloaked (like a cannon or something) then you will need for the human player to veiw it with a detector. Of course if you own the unit you can veiw it as if you had a detector so it would then cloke but if it is computer owned it is differant.

About the units walking. If your NOT talking about moveing disabled units, then the trigger action is "Order". So that would be correct
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-21 at 11:11:54
QUOTE((U)Bolt_Head @ Apr 19 2004, 03:24 PM)
QUOTE(Yoshi da Sniper @ Apr 8 2004, 10:31 AM)
It does both in most cases.

http://www.staredit.net/?showtutorial=34

Thats the list of all the units that can be disabled.


Disabled units dont move I believe, but theres this other technique of doing it that some other people are saying "works". Get bolty here on this one, I haven't tried this yet.

Sheesh where have you been. They figured out how to make disabled units move along time ago.

I uploaded a map to the thread talking about clokeing sunken colonies and stuff. Check that it. I havn't actually played with it much. Actually the database thing In the (U) seciton has a list of the effects it has on units. (although its hard to read cause clokr_ wrote it, and english is his second lauguage)

I found that out shortly after this statement.
Report, edit, etc...Posted by Clokr_ on 2004-04-21 at 14:19:21
hm... I think that I'll rewrite that list, and make it more understable.
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