Staredit Network

Staredit Network -> Ideas -> Invisable Photo Cannons
Report, edit, etc...Posted by nL_Secret on 2006-02-25 at 19:08:55
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Invisible Photo Cannons
nL_Secret
Nuclear Clan

1) Enable Pylon Building Range at "Location 1"

2) Build Photo Cannon

3) Enable Inviciblity

4) Remove 1 Nexus at "Location 2"

5) Move Photo Cannon to "Location 2"


If did correctly in a map the "Photo Cannons will fire at incoming enemies. Do not take credit for the "Invisible PC" if you have read this.
Thank You,
nL_Secret

SCMdraft Required
Report, edit, etc...Posted by EcHo on 2006-02-25 at 20:49:06
its not working for me
can u give us more details?
Report, edit, etc...Posted by nL_Secret on 2006-02-26 at 00:37:07
Ok. Follow the rules up there ^. If that doesnt work then try something else. Do the something you do with the bunkers but different Buildings. Do you no how to enable to "Pylon Rage" in a certain are?
Report, edit, etc...Posted by AgenT_Nick on 2006-02-26 at 12:07:18
Pylon Range? i dont get it.
Report, edit, etc...Posted by Noober on 2006-02-26 at 13:56:45
Build a pylon so you can build stuff?
Report, edit, etc...Posted by nL_Secret on 2006-02-26 at 15:17:57
OK. To make the Pylon Range you must 1st create a "Pylon". Then have a trigger that says move all "Pylon" at 'Location 1' to 'Location 2' The Pylon Range will still be there and buildings can be created on the area w/ missing pylon.
Report, edit, etc...Posted by AgenT_Nick on 2006-02-26 at 15:27:48
O.o wow cool
hmmm i still clant build
Report, edit, etc...Posted by nL_Secret on 2006-02-26 at 16:40:44
Tell me wat u dont get. do you know how to do the pylon range??
Report, edit, etc...Posted by Noober on 2006-02-26 at 19:12:50
I got the pylon aura thing to show after I moved the pylon, but I can't build on it.

Ok, the cannons move but don't attack. This doesn't work... unless I'm doing something wrong.
Report, edit, etc...Posted by EcHo on 2006-02-26 at 20:46:01
oh nvm it does work
from where the pylon used to be, these pulse cannons attack the units
its same as the bunkers
Report, edit, etc...Posted by Noober on 2006-02-26 at 21:08:40
I still don't get it. When the pylon moves, nothing can be build on the pylon range.
Report, edit, etc...Posted by EcHo on 2006-02-26 at 22:00:25
then create it with triggers
Report, edit, etc...Posted by Noober on 2006-02-27 at 15:15:11
Nope, still can't build on it.
Report, edit, etc...Posted by AgenT_Nick on 2006-02-27 at 15:57:05
lets see i did the same thing but it wont work. maybe its the tileset? what tileset did you discover this on?

here is what i mean [attachmentid=17603]
Report, edit, etc...Posted by Rantent on 2006-02-27 at 18:55:56
So now for the real question...
Would this work for pylonless cannons? (Where you enable them?)
Report, edit, etc...Posted by HeRtZ on 2006-02-27 at 19:07:52
Rantent silly poo, its Laps, but anyways you can enable all photon cannons with triggers, you don't need pylons!

And i have seen cloaked cannons before.
Report, edit, etc...Posted by AgenT_Nick on 2006-02-27 at 19:44:37
its not cloaked its invisible. like the invisible bunkers
Report, edit, etc...Posted by EcHo on 2006-02-27 at 20:38:58
QUOTE(Noober @ Feb 27 2006, 03:15 PM)
Nope, still can't build on it.
[right][snapback]435759[/snapback][/right]

Wtf are you talking about
Build it with trigger after you move the pylon
It works for me

Anyways i think this should be in concept
Report, edit, etc...Posted by AgenT_Nick on 2006-02-28 at 15:40:08
here are my triggers
CODE

Always();
-----------
MoveLocation(location 1, Photon Cannon, CurrentPlayer, Cannon area);
PreserveTrigger();

CODE

Bring(CurrentPlayer, AtLeast, 1, Photon Cannon, location 1);
-----------
SetInvincibility(Enable, Photon Cannon, CurrentPlayer, location 1);
RemoveUnitAtLocation(1, Missile Turret, P2, location 2);
MoveUnit(1, Photon Cannon, CurrentPlayer, location 1, location 2);
PreserveTrigger();

CODE

Always();
-----------
CreateUnit(1, Pylon, Zerg Spawn, CurrentPlayer);
Wait(1000);
MoveUnit(1, Pylon, CurrentPlayer, Pylon Start, location 2);

thats what i exactly have and the 3rd triggers is the spawning of the pylon
Report, edit, etc...Posted by nL_Secret on 2006-03-02 at 21:00:46
Ok this DOESN'T work. It works for me but cant fire when the enemy has over 2-3 units on the playing feild! Im sorry.







Report, edit, etc...Posted by Mp)Blu on 2006-03-03 at 17:47:57
Invisible Bunker eh. i could use this.
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