Staredit Network

Staredit Network -> UMS Assistance -> Prevent Liftoff
Report, edit, etc...Posted by Gowr on 2004-08-28 at 11:36:17
How do you prevent a building from lifting off?
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-28 at 11:48:19
Put a location only for air over it. IF player commands at least 1 building at location, kill buildins for player. If required, you can respawn it on the ground.
Report, edit, etc...Posted by .Coko[CK] on 2004-08-28 at 13:53:51
Location A
Go into its properties, and unclick all Ground Points, leaving only the three levels of Air.

Create a trigger which if a building is brought to that location kills the building, or removes it. That will do it for then, creating it, have one of these Locations over each Liftable building, make sure you can place the building back down, and recreate one at that location it will be fine.
Report, edit, etc...Posted by Silent[wolf] on 2004-08-28 at 15:37:40
w00t.gif i usually just put a spore colony under it that kills in 1 hit and its invinceble w00t.gif pokey.gif
Report, edit, etc...Posted by FaZ- on 2004-08-28 at 15:41:44
Don't use a spore colony, it looks unprofessional and is a very newbish way to do it. Distract the spore with units and lift away...etc.

When you open a locations properties it has if you will 3 different "heights" and either air or ground. The heights are for if a unit is in low ground or on a cliff, in which case it would change. The air and ground apply to whether or not the units flies. Uncheck all air locations, leaving the 3 ground heights unchecked, and that will solve your problem.
Report, edit, etc...Posted by xXLordSlippyXx on 2004-08-28 at 22:12:10
So add 2 spore colonies tongue.gif
Report, edit, etc...Posted by Vindexus on 2004-08-28 at 22:21:39
QUOTE(xXLordSlippyXx @ Aug 28 2004, 09:12 PM)
So add 2 spore colonies tongue.gif

Please change your map making skill to beginner. Unless you're joking smile.gif.

Spore colonies look stupid and the triggers take practically no time at all and look really profesional, especially if you recreate the buildings.
Report, edit, etc...Posted by Revelade on 2004-08-29 at 01:39:59
It really doesn't matter which way you do it. If your lazy or want to penalize the player, make spore colonies. If you want them to be recreated use triggers. There is no right or wrong way in SC as long as it gets the job done.

Besides Vindexus you can use 3 spore colonies.

tongue.gif
Report, edit, etc...Posted by Screwed on 2004-08-29 at 02:00:41
missile turrets will do good too tongue.gif

Question: If there is creep because you use spore colonies, can u still recreate the terran buildings on the creep?
Report, edit, etc...Posted by Stereo on 2004-08-29 at 03:10:21
Nope. One map I played suffered that bug (Cerebrates) because when you tried to upgrade if you were Zerg it created buildings, then left creep behind so you couldn't get the buildings for a while if you were Terran because the creep was blocking the exit.. (created and removed the buildings instead of giving to players)
Report, edit, etc...Posted by .Coko[CK] on 2004-08-29 at 07:32:06
Foolish way of doing things, Faz likes to have it so it only applies if the unit leaves the location eh! Thats just my way but backwards really.

Giving is a useful for command, of course its rather hard to do this without using locations, or buildings. You will have to sacrifice a location to do it without using units, while units take up places.
Report, edit, etc...Posted by FaZ- on 2004-08-29 at 14:54:21
Yeah I guess i do do things reverse of most people. Works either way though, mine seems a bit faster if he brings 0 to that location. And I have before many times in maps with missle turrets frozen it, with an observer or another unit, and then simply flown the building away to prove that it can be done to newbs. It's very stupid to do something like that with anti-air buildings, or even worse when newbs place devourers that you can get to chase you.
Report, edit, etc...Posted by FamDav on 2004-08-29 at 15:56:02
Well, if you want to penalize the player, just have it destroy the building then use a counter that counts down by one everytime it blows up a science vessel over said location. When it hits zero, then it places a new building.
Report, edit, etc...Posted by Vindexus on 2004-08-29 at 19:01:32
I think you mean Science Facility, and that wouldn't work. Even if it did, why would you use it?
Report, edit, etc...Posted by Deathknight on 2004-08-29 at 19:10:25
Make a location the same size as the building, over the building and uncheck the air boxes so only the ground ones are checked. If player commands at most 0 buildings at location, move all units from location area to another location, create building at location. This method should prevent any errors or glitches. If you have it only for air, then it would only re-create the building once, meaning if something happened, you would get an error and the building would not be created. Oh and don't forget 'remove' the building. tongue.gif
Report, edit, etc...Posted by NeoNightmareX on 2004-08-29 at 19:14:49
QUOTE(Vindexus @ Aug 28 2004, 09:21 PM)
QUOTE(xXLordSlippyXx @ Aug 28 2004, 09:12 PM)
So add 2 spore colonies tongue.gif

Please change your map making skill to beginner. Unless you're joking smile.gif.

Spore colonies look stupid and the triggers take practically no time at all and look really profesional, especially if you recreate the buildings.

seriously dont put spores or turrets.....photons without pylons.....jp jp make it like this

Players:
Humans

Conditions:
Humans bring at least 1 Buildings to Location X (Location X air only)

Actions:
Destroy all buildings in Location X for current player

at least i think
Report, edit, etc...Posted by LegacyWeapon on 2004-08-29 at 19:16:49
its better to have the location as GROUND!!!!
if the player has no unit at the ground, remove that unit and spawn it!
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-29 at 19:17:28
QUOTE(DT_Battlekruser - 2nd Post of topic)
Put a location only for air over it. IF player commands at least 1 building at location, kill buildins for player. If required, you can respawn it on the ground.


QUOTE(Forum Guidelines)
- Read posts carefully and understand them before you post. Otherwise, you're no help to anyone and should get out of the Assistance forum.


We used to be joking abou the spores. Now we are repeating thrice given advice. I feel this topic has run out of it's usefulness.
Report, edit, etc...Posted by NeoNightmareX on 2004-08-29 at 19:18:23
QUOTE(dwfirebolt99 @ Aug 29 2004, 06:16 PM)
its better to have the location as GROUND!!!!
if the player has no unit at the ground, remove that unit and spawn it!

how would u do that, if location is for ground only how can u remove the unit if its in the air? explain to me again plz
Report, edit, etc...Posted by Vindexus on 2004-08-29 at 19:19:49
Use remove all science facility at anywhere.

Edit: I wish I had the power to lock alot of these threads.
Report, edit, etc...Posted by LegacyWeapon on 2004-08-29 at 19:19:55
use the action
"Remove all (unit) for Player (x)"
Report, edit, etc...Posted by Gowr on 2004-08-29 at 20:38:04
What if that player owns more than one of that building(s)? What would you do then?
Report, edit, etc...Posted by Deathknight on 2004-08-29 at 20:56:10
Make another location over the "upgrade area" or whatever.
Report, edit, etc...Posted by phatdiddy on 2004-08-29 at 22:22:34
QUOTE(NeoNightmareX @ Aug 29 2004, 06:18 PM)
how would u do that, if location is for ground only how can u remove the unit if its in the air? explain to me again plz

The ground only or air only are only for detecting things, basically only for conditions. You can still create air units at a ground only location and vice versa, and you can still center a ground only location on an air unit.
Report, edit, etc...Posted by .Coko[CK] on 2004-08-30 at 07:24:21
Simply it just sets where units will be detected, so that if you put it over land and set it to air only, and units walked under it, they wouldn't be an activater.
Next Page (1)