I have been watching replays and i know when and what a comp builds, i was wondering if i used a countdown timer and triggers, could i make the comp build in a location of my choice? like maybe order scv in location1 to move to location2?
would the comp still build the building?
There isin't a trigger to make a comp make buildings in a certain place so I don't think there is a way. You can just create the building for them.
It could be... but.. you'd have to have their minerals preset, and pray they built the right things, aka trap them in one location and after awhile they might do one of a few things a) nothin b) build useless buildings c) rebell d) other
Don't know I guess its worth a try?
But, I believe Kab00m is right...
you can place all the buildings you want the computer to build while the game in the beggining and block the way to them... dts, triggers... whatever... and than on the first second of the game kill, not remove, kill, those buildings, and set on the AI script for campaign.
the campaign AI scripts tell the computer to rebuild destroyed buildings, but it won't be able to reach the area to rebuild.
than you make a switch based on time if you used triggers or a killing trigger if you used dts and every time you want the comp to build a building you remove the thing that blocks it from rebuilding it.
I know it's very sloppy but there is no better way of making the computer to build exactly WHAT you want WHERE you want WHEN you want.
This method is much efficient and better looking.
When you want the comp to build a building at a location just order any scv to the location that you want to build.
Then Create(Trigger) a separate building(maybe a cerabrate) and this will represent the building beign built. Also the scv will be handed over to P12.
Depending on what speed the building is constructed you will heal% that cerebrate to 100%. When it reaches 100% you remove the cerebrate, create the new building anf give the SCv back to the player.
Simple as that.
if the comp was to build like as in melee custom matches, wouldn't you need to alter some of the ai's or something?
QUOTE(BeeR_KeG[eM)
,Dec 8 2004, 02:52 AM]This method is much efficient and better looking.
When you want the comp to build a building at a location just order any scv to the location that you want to build.
Then Create(Trigger) a separate building(maybe a cerabrate) and this will represent the building beign built. Also the scv will be handed over to P12.
Depending on what speed the building is constructed you will heal% that cerebrate to 100%. When it reaches 100% you remove the cerebrate, create the new building anf give the SCv back to the player.
Simple as that.
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but that way has 2 disabilities:
1. it just won't look like the building is really being built... it uses a different unit to represent that the building is being built instead of the real sprites it uses while being built...
2. if the building is being attacked while it's being built it'll heal up when it's ready.
When you want the comp to build a building at a location just order any scv to the location that you want to build.
Then Create(Trigger) a separate building(maybe a cerabrate) and this will represent the building beign built. Also the scv will be handed over to P12.
Depending on what speed the building is constructed you will heal% that cerebrate to 100%. When it reaches 100% you remove the cerebrate, create the new building anf give the SCv back to the player.
how about if i try this way but instead of cerebrate i create doodad at location but use doodads 200+ where it looks like half built building? will that work? i am going to try it and see if it works, if it does i will post it in the forums and possibly put it as a trigger help for people who want it to make ai look like they are building.
ps. green is not a very good color for posting LOL
Doodads cannot be created nor destroyed.
Rule of doodads

You are probably talking about sprites not doodads. And I am pretty sure that those half building sprites don't work. Just like the death sprites and etc.
Think of all the triggers...