Ok, I'm trying to disable beacons. I looked in the tips and tricks section and the tutorials for the trigger and i found it. Only problem is when I play it, it has the beacon and it says that its disabled. When i beat the game and i say continue playing, it only shows the flashing light on the beacon. How do i make it only show the light in the first place
Okay first off make sure the beacon is owned by a player who doesn't share vision with the players, like an enemy computer.
Next, disable the beacon (disable doodad trigger). Then place an observer owned by some other computer (a different computer than the beacon's owner) over each beacon you disable. Make a trigger to kill the observers and voila. You'll be left with the glowing image of the beacon on the ground.
Observers are so noobish. Use vision triggers.
I figured it's easy with them since its just create, wait 500 milliseconds, and then kill. You can do that before the players even gain vision from the AI script.
It is just as easy to run script give vision, disable, run script take vision and it doesn't look ugly.
Except with that way, you can see the beacons before they are disabled. In that case, I don't see how using a computer's observers (in which you wont ever see the beacon before its disabled) is uglier.
If you never see beacons before they are disable, then you don't get glow, you just get unclickable beacon.
Disabling doodads is an action you can do under "SET DOODAD STATE" (you'll need one of those special editiors for this, I use SCX-Tra). This action is used in cloaking some buildings and units. Only some buildings and units can be cloaked, others when you try to do this on them, will just crash SC. You can also use this to make some awesome beacon or shadow effects, shown on the right.
Effect
Cloak buildings/units without an arbiter and some cool effects!
Do It
When disabling doodads make it affect "All Players" and you'll most likely be doing it at the start of the map so pre-place observers or a detector by the units you want to disable and create your action. It should be something like this:
ACTION: (SET DOODAD STATE) Disable doodad state for Terran Beacon for Player at 'location'.
ACTION: (WAIT) Wait for 500 milliseconds.
ACTION: (KILL UNIT) Kill all The detector for the player.
Actually no, if you have Computer 7 owning the beacon and have the observer belong to Player 8, it will glow. That's how I do it on all my maps and it always works. You never have to see the beacons.
Note: This is supposing Player 7 and 8 are computers who don't share vision with the players.
I always thought that the player has to see the beacon
Nope. Just as long as someone else owns the observer, it works.
i havent tested it but maybe if you make the observers for someone you are allied to then after that do the vision triggers so you dont ever see any of this happening except the fog of war. this would work better with a comp player in another force.