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Staredit Network -> UMS Assistance -> Alot Of Stuff I Half To Ask ^^
Report, edit, etc...Posted by Zombie on 2004-07-17 at 16:28:57
in a couple of rps i have notice things that i dunno how to do.


ive asked the before but never got a answer tongue.gif
picture



and i didnt get a screenshot.... but its like the dts were frozen, like they were attacking some thing then frozen O.o
Report, edit, etc...Posted by PodFedJay on 2004-07-17 at 16:41:11
thats kinda easy... you let dt attack someting then when its atacking someting freeze him with mealstorm with Dark arhon. Then dont move dt after mealstorm is gone and the dt will look like its frozen.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-18 at 00:54:22
The pictures is of a disabled beacon.

Whenever you disable beaconds (and mose units) they will become cloaked when veiwed with a detector. (if you own them or have shared vision that counts)

Once there cloaked if the detector is removed you will no longer see it (because it is cloaked) The light you see is the light from a cloaked beacon.

So make sure your beacon is aligned to the grid and owned by a computer player. Then disabled the beacon, create an observer by it or something else to give all the human players vision with it for at least 100 milli seconds. Then remove the vision.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-07-24 at 16:30:38
To actually get the beacons in that map to be disabled required a lot of work. I would know, I made it biggrin.gif Anyway, it takes like three triggers of disabling the beacons at each and every location. Each beacon has a location at it anyway. There were a few problems I encountered... First off, if you are using Base Mode of SC-Xtra or regular StarEdit, there is a problem with the way locations line up with units. I had to move every beacon down exactly 1 pixel, because the location touched the beacon above and disabled the wrong one. After it disables them all, it gives them all from P7 to P8. You have allied vision with P7 (So you see them), and then with P8 you don't. That part is necessary. Also, some of the beacons don't work right away. So you have to give them back to P7 then back to P8 for a moment... There might be a better way around that but I don't know what it is.

PS: It's "Have" not "Half"
Report, edit, etc...Posted by CheeZe on 2004-07-24 at 17:31:11
note: if you use extra editor then you may have accientally stacked two beacons on top of each other if it doens't work. select the beacon and see if it will show the name at the bottom, if it doesn't, that means you have 2 beacons and you need to remove one.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-24 at 18:33:25
QUOTE(SaLaCiouS(U) @ Jul 24 2004, 03:30 PM)
To actually get the beacons in that map to be disabled required a lot of work.

You waisted alot of time. Its alot easyer to do that you make it sound.
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-24 at 21:28:02
Actually, it isn't... You have to create a location for each beacon, if you say disable doodad state for all Beacon at anywhere, it will only disable the last placed one. You have to say disable at each location of a beacon.

EDIT>
QUOTE
have allied vision with P7 (So you see them), and then with P8 you don't. That part is necessary.


Well, that part isn't needed but still...

EDIT2> Woot 200 posts
Report, edit, etc...Posted by Stereo on 2004-07-24 at 23:43:35
ermm.gif

you place them all for the wrong player (someone who doesn't need beacons)
Center location on one
Give it to correct player
disable
reveal
next

I suppose you could just use a different player to process them all one real person at a time (give them all to someone, then give back 1 at a time disabling). You would use a 1x1 location to make sure if they overlapped a little it wouldn't matter.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-24 at 23:48:48
Thank you Stereo, glad some one thinks like me smile.gif

PS. you know you can edit the locaiton to be smaller in Starforge or SCM Draft right?.
Report, edit, etc...Posted by Stereo on 2004-07-24 at 23:52:21
I'm not much one for those programs except for the better control over the isometric terrain.. I like Staredit just fine.



You know I'm I_Ate_A_Stereo off B.net right?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-24 at 23:57:57
But havn't you ever wanted to use a location smaller than 1x1?

Besides you don't have to use them foreverything. But it helps to be aware of they they can do. Otherwise you are limited.
Report, edit, etc...Posted by Stereo on 2004-07-25 at 00:01:36
yea along time back I wished some of those bound mazes used a location only 3 or 4 pixels bigger than a zergling on each side but not much other than that. There are some uses for small locations though.. odd sized doodads for example that don't match the tiles very well.


Starforge likes to crash while I'm using it, SCMDraft does not have the features I use much though I have both installed and usually use them on a map.

The only type of location I would really be interested in would be one with diagonal edges.
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-25 at 00:02:27
QUOTE
But havn't you ever wanted to use a location smaller than 1x1?


Hmm. I'm still trying to think of a time in which you might be wanting to do that... Any ideas?
Report, edit, etc...Posted by Kow on 2004-07-25 at 00:03:43
centering on an observer so if you fly over units or something, you have to be exact to trigger the *event*
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-25 at 00:31:46
QUOTE(Stereo @ Jul 24 2004, 11:01 PM)
yea along time back I wished some of those bound mazes used a location only 3 or 4 pixels bigger than a zergling on each side but not much other than that. There are some uses for small locations though.. odd sized doodads for example that don't match the tiles very well.


Starforge likes to crash while I'm using it, SCMDraft does not have the features I use much though I have both installed and usually use them on a map.

The only type of location I would really be interested in would be one with diagonal edges.

Yeah that would be cool but since locations are only defined by two points thats kind of impossable smile.gif

(unless you count elivation levels)
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-07-25 at 02:45:21
Geez. First off, at the time I made the map, StarForge sucked, I don't think it could even edit locations. Come to think of it StarForge still sucks, and if I used it to edit my map it would censored.gif it over too much. Also, I'm well aware of the "Center, Disable, Give" steps that only use one location. In my map, I was severely low on locations, meaning that would have required an extra location just for that, which I couldn't spare. Also, I wanted it to be as perfect as possible, and using that system would take too long. Thus it would be obvious to the players for some time as the trigger worked it's way across the map disabling the locations. I needed this done instantly. Also, the locations are the same size as the beacons, I'm not going to go and resize them all to slightly tinier sizes with a censored.gif ty editor to save 5 minutes of my time. Yea, that's right, by "a lot of work" I meant 5 minutes.

PS: Bolt your spelling always sucks. It's sad.
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