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Staredit Network -> UMS Assistance -> Why Does My Cannon Blink On And Off?
Report, edit, etc...Posted by SeNzAZN on 2004-08-21 at 05:10:02
My Protoss buildings that are enabled by doodad state trigger work perfectly until a unit is created with a trigger, then it turns off, and when no units are being created it turns back on again. How can I fix this without using pylons?
Report, edit, etc...Posted by Chill on 2004-08-21 at 09:41:09
Doodad state triggers only efect one unit at a given location. Enabling cannons is hard b/c they have to be constantly enabled and your probably gonna have a lot of them. Thats really all i have to add on the subject.

EDIT: uh... spelling crappitude
Report, edit, etc...Posted by Montgomery on 2004-08-21 at 13:10:13
What you might be able to do is put a cap on the total amount of cannons, and make a location for each.
Report, edit, etc...Posted by SeNzAZN on 2004-08-21 at 15:26:34
I only have 1 cannon on my map and it turns off whenever a unit is created by a trigger.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-21 at 15:45:37
It seems there isn't much you can do about that. Ither stock pile the units you create some where on the map and move them, or add an action to enable the cannon every time after you create a unit.
Report, edit, etc...Posted by BeeR_KeG on 2004-08-21 at 15:56:00
Just do this easy thing.
At the end of the trigger used to create a unit, just enable the cannon.
Report, edit, etc...Posted by SeNzAZN on 2004-08-21 at 16:54:14
It enables itself because of preserve trigger.
Report, edit, etc...Posted by Vindexus on 2004-08-21 at 18:07:33
Maybe you have waits conflicting with your constant enabling trigger. I don't know, but bolt will. Do what BeerKeg said, that'll work.
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