I've seen some maps where the beacons are 'gone' and all thats left is the flashing light of the beacon. All I know about how this is done is that it involves the death of an observer for player 1. Can you plz tell me what else needs to be done so that i can do this? thanks

| Trigger |
| Conditions: |
| ¤ time |
| Actions: |
| ¤ -Enable vision with player 8 |
| Trigger |
| Description: |
| preplace a Terran Beacon |
|
| Conditions: |
| ¤ time |
| Actions: |
¤ -Center location beacon disable on Terran Beacon owned by Current PLayer at Anywhere
|
¤ Give terran Beacon at beacon disable for Current Player to Player 8
|
¤ Disable Doodad state for terran Beacon at beacon disable for Player 8
|
| ¤ Preserve Trigger |
| Trigger |
| Conditions: |
| ¤ time |
| Actions: |
| ¤ -Disable vision with player 8 |
NOTES: Current Player isn't player 8[TRIGGER]
when i did this though i could still see and click the beacon. what i want is just the flashing light. i saw this done in several bound maps.
Make sure oyu do not have a detector nearby. It is also possible I'm forgetting somehting; it's late :/
You need to create a detector, then have a wait, then remove/kill the detector so they see it and then "unsee" it.
What you have to do is disable the beacon, and either give it to a player you do not have vision with, or preplace it for a player you do onot have vision with.
| Trigger |
| Players:[P]Player 8 |
| Conditions: |
| ¤ Always |
| Actions: |
¤ Disable doodad state for Beacon owned by P8 at Beacon
|
¤ Create 1 Observer for Human Players at Beacon
|
¤ Wati 300 milliseconds
|
| ¤ Remove all Observer for Human Players |
Edit:
QUOTE
When making a new topic for help, the topic title should be about your problem and not about "I need help" or "I don't get this". Your topic WILL be deleted if it doesn't have a discriptive title!
Observers are the crappy way about it. use vision triggers.
k thank i had the vision on thats what was messin me up
Also try usting scanner sweeps pre placed... it works for me and you dont use triggers other than to disable...
Yes but scanner sweeps show up on map and that doesn't look as good as magically cloaked beacons.

SO!?!?!? lol its easier and who cares... unless its like an rpg...
Place invincible Observers around where the beacon is for each human player and a location under the beacon called'Beacon' and another location under the observers called 'Obs Remove'. Here is an example:
| Trigger |
null| Players: |
| ¤ All human players. |
| Conditions: |
| ¤ Always |
| Actions: |
| ¤ Disable doodad state for 'Whatever Beacon' for 'Whatever Player' at 'Beacon'. |
I'm not sure how long to make the wait in Elapsed game time.
| Trigger |
| Players: |
| ¤ All human players |
| Conditions: |
| ¤ Elapsed game time is exactly 4 game seconds. |
| Actions: |
| ¤ Remove all 'Observers' for 'human players' at 'Obs Remove'. |
QUOTE
Observers are the crappy way about it. use vision triggers.
I hate to repeat myself but...
Visions only good if the beacons or whatever should be disabled from the beginning, if throughout the game you are creating cloaked beacons observers are the way to go.
Unless its just me, but I find it easier to create and kill the observer all at once then needing an extra trigger for the computer players vision.
Whoa thats getting complicating

ok people, they all do the same thing. you all have your own preferences, stop arguing.
plz no more replys! lol i got it 2 work thats all i needed!

thx tho!