Staredit Network

Staredit Network -> UMS Assistance -> Two Map Making Problems
Report, edit, etc...Posted by Volcove99 on 2004-06-09 at 21:19:21
ranting.gif
SO ANNOYED!!
Question 1: helpsmilie.gif
How come disabling protoss buildings does not seem to work? I know it does work, because other maps (like cloaked cannon D) have it working properly. I just want it invisible an un-targetable for my rpg (cybernetic cores to be exact).
Question 2: helpsmilie.gif
Simply, why doesnt the AI script "Cast Recall" not work? There is an arbiter present in the map, recall is free, it is researched, yet when the AI script occurs, the recall does not happen. Why is this?
Report, edit, etc...Posted by Pinecone on 2004-06-09 at 21:22:23
1. Cybernetics core cannot be disabled, and in order to be disabled, it must line up with the grid.

2. Cast recall must be enabled [But not researched] in order to work.
Report, edit, etc...Posted by Volcove99 on 2004-06-09 at 21:26:08
1. But they CAN be disabled! I was testing around in a sample map and they did disable! I'm not sure what I did differently though...
And yes, they are aligned with the grid.
2. Oh... I did try research, thanks!
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-10 at 00:00:22
1. I never seen a disabled Ccore. However for your testing try differant player ownerships.

2. The AI must be exicuted for a computer as well. (the same one that owns the arbitor)
Report, edit, etc...Posted by xXLordSlippyXx on 2004-06-10 at 00:52:40
Yea, it is possible to disable a core I can't remember how though, you have to do something special to it......mabye it's like placing it as a sprite in starforge or something.....
Report, edit, etc...Posted by Volcove99 on 2004-06-10 at 08:10:55
... I did disable it via SC-Xtra... it was never a sprite.
Lol maybe I made a new discovery of sorts.
Report, edit, etc...Posted by .Coko[CK] on 2004-06-10 at 13:53:11
Not likely, how did you disable it? Was it already powered by a pylon? Did it have Enabled on it? Sometimes moving around can achieve that too.

To disable Protoss Buildings you're have to either have Pylons nearby first of all, to enable them, or to enable them through triggers first, and then disable them. It should work on the majority of them. Also they sometimes have to be viewed by a observer of the player to look cloaked first!
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