Staredit Network

Staredit Network -> UMS Assistance -> Player 12 Beacons
Report, edit, etc...Posted by Chill on 2004-10-26 at 11:46:23
Ok so i need to cloak beacons in this map of mine. There are 8 players so i had no option but to give them to player 12 after theyre disabled. The problem is, they disappear completely (no glowie censored.gif or anything) when they are given to player 12.

OMG

WTF

This sux

Someone help me
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-26 at 13:14:08
You don't have triggers removeing player 12 units do you?
Report, edit, etc...Posted by Urmom(U) on 2004-10-26 at 15:00:19
just use starforge for player 12 triggers. im not sure exactly why they completely disappear...
Report, edit, etc...Posted by SA_Max71 on 2004-10-26 at 15:01:39
QUOTE(Chill @ Oct 26 2004, 07:46 AM)
Ok so i need to cloak beacons in this map of mine.  There are 8 players so i had no option but to give them to player 12 after theyre disabled.  The problem is, they disappear completely (no glowie  censored.gif  or anything) when they are given to player 12.

OMG

WTF

This sux

Someone help me
[right][snapback]90141[/snapback][/right]

Hmmm... Your skill level is advanced blink.gif ?

Anyways, triggers usually don't effect player 12 unless player 12 has a starting location. Also, it is possible (without useing any triggers) to prevent player 12 from having becons.
Report, edit, etc...Posted by Deathknight on 2004-10-26 at 16:07:34
Just so you know, beacons don't just "disappear". Beacons can be given to player 12 no problem. Disabled beacons have no difference.
Report, edit, etc...Posted by SA_Max71 on 2004-10-26 at 17:08:31
EDIT: I guess your cloaked becons are working so well, that you can't even see them wink.gif. Try testing the map with some sort of dectector unit, you should find the becon is there; it's just that the becon is cloaked
QUOTE(SA_Max71 @ Oct 26 2004, 11:01 AM)
Hmmm... Your skill level is advanced blink.gif ?

Anyways, triggers usually don't effect player 12 unless player 12 has a starting location. Also, it is possible (without useing any triggers) to prevent player 12 from having becons.
[right][snapback]90184[/snapback][/right]
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-26 at 17:11:45
QUOTE(SA_Max71 @ Oct 26 2004, 02:01 PM)
Hmmm... Your skill level is advanced blink.gif ?

Anyways, triggers usually don't effect player 12 unless player 12 has a starting location. Also, it is possible (without useing any triggers) to prevent player 12 from having becons.
[right][snapback]90184[/snapback][/right]


He isn't talking about player 12 triggers not working. and I never make a p12 start location when i use p12 triggers to remove the units.
Report, edit, etc...Posted by RexyRex on 2004-10-26 at 18:54:45
This is the trigger I use for beacons, even though some triggers might not be needed, it works all the same. I've used since I found this trick out.

SETUP:
Have shared vision for Player 8 or whatever player is a computer.
Have a 3x2 location (The size of a normal beacon) called "Beacon."

CONDITIONS:
Player 8 Command 1 Zerg/Terran/Protoss beacon.

ACTIONS:
Move location labeled "Beacon" on Beacon owned by Player 8.
Give all beacon at "Beacon" to Player 12 (Use SF for this trigger).
Disable doodad state for Beacon at "Beacon" for Player 12.
Create one Protoss Oberver for Player 8 at "Beacon"
Wait for 10 milliseconds.
Kill all Protoss Oberserver for Player 8 at "Beacon"
Report, edit, etc...Posted by Deathknight on 2004-10-26 at 20:56:53
A player DOES NOT need a Start Location to be affected!!! God...

QUOTE
Disable doodad state for Beacon at "Beacon" for Player 8.


You mean player 12? Since you gave player 8's beacon to player 12, this trigger wouldn't do much...



Also, if a unit is given to player 12, it is not affecting player 12. Therefore it is another reason to why you do not need a Start Location.
Report, edit, etc...Posted by Paella on 2004-10-27 at 17:37:56
I bet that you have a trigger in the map removing units for player 12, that is the only place I could see this problem coming from...
Report, edit, etc...Posted by Revelade on 2004-10-28 at 00:21:10
Use the comsat ping unit on the beacons and it should work fine...

If not, try giving the beacons to a computer player.
Report, edit, etc...Posted by Urmom(U) on 2004-10-28 at 15:12:41
the comsat ping unit? i dont think that that does the effect of a comsat station at all. and it does it at the very beginning of the game anyways if it did work so if he wanted to cloak them after then he wouldnt be able to use that idea.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-10-28 at 20:17:23
It works perfectly if you want it cloaked at the beginning and you don't mind people seeing that area. If you don't want them seeing that area at first, disable it wothout detectors. When it would be visible to the player, make and remove a detector, and it will cloak, even though it could have been disabled hours ago.

If you have a trigger removing player 8 units, then the beacon may disappear before being disabled, so check that too.

ADDITION: It works perfectly if you want it cloaked at the beginning and you don't mind people seeing that area. If you don't want them seeing that area at first, disable it wothout detectors. When it would be visible to the player, make and remove a detector, and it will cloak, even though it could have been disabled hours ago.

If you have a trigger removing player 8 units, then the beacon may disappear before being disabled, so check that too.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-28 at 20:19:45
Chill the person who created thread hasn't replied in over 2 days. Please don't reply to this topic again unless he comes back.

Thank you.
Report, edit, etc...Posted by Chill on 2004-10-28 at 21:21:56
Sorry i sort of forgot that i made this... sad.gif

Anyway just to clarify i disabled the beacons and then gave them to player 12 so i wouldnt have to censored.gif around with sharing vision, and i do not have any other triggers dealing with player 12. Ive censored.gif ed with it a lot and ive come to the conclusion that it has something to do with the map being 4x speed (and i say that only because i can think of any other earthly reason why this would happen and changing the gamespeed seems to mess with lots of things). I dont even care anymore so unless someone has something they want to add then this may as well be closed.

Also...

QUOTE
Hmmm... Your skill level is advanced  ?

Anyways, triggers usually don't effect player 12 unless player 12 has a starting location. Also, it is possible (without useing any triggers) to prevent player 12 from having becons.

Didn't BK or someone say that they were going to start warning people who posted stuff like this?

EDIT: never mind it couldnt have been BK he isnt even a mod in MMA... is he?
Next Page (1)