I was trying to modify a location where can add spider mines but i failed to do it.
Could anyone gives a instruction?
Thanks
Umm...do you mean by creating spider-mines at a certain location? I'm not sure if spidermines can be created in-game, but if they can just do 'Create '1' 'Spider Mine' at 'Location' for "Player". That SHOULD create a spider-mine. Keep in mind that you can't really control the movement of a spider-mine unless you use triggers.
QUOTE(greenreaper @ Jan 23 2005, 04:03 PM)
Umm...do you mean by creating spider-mines at a certain location? I'm not sure if spidermines can be created in-game, but if they can just do 'Create '1' 'Spider Mine' at 'Location' for "Player". That SHOULD create a spider-mine. Keep in mind that you can't really control the movement of a spider-mine unless you use triggers.
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Nono
i mean...add to a Vulture!
the maxium spider mines that a Vulture can carry is "3".
so, i want to fill it after it has used up.
thanks
You do 'Modify Unit Hangar Count.' Then, choose the Vulture and set it to 3 or something. Then it should be able to do more Spider Mines. Works with Interceptors annd Scarabs too.
That wont work. You have to remove and create a vulture at a location if you want players to refill them.
Modify unit hangar count only works on units that have a hangar. Only the Carrier and Reaver have that. And how can you not be sure if spidermines can be created in game or not? All of Staredit's originally placable units can be created.
Spidermines can be created in game using triggers.
Oh, I never used the hangar count on a vulture, I only ever used it on a reaver and carrier. It makes sense though, because you can't add to a nuclear silo like that.
Are spidermines detected if they are in a vulture? Like, if I had a trigegr do something if a spidermine is at a location, will it count if the vulture is there with atleast 1 mine it?
You cannot directly detect if a vulture has mines. You can, however, count the amount of mines a player has placed.
Zerg Playing Dead, you claim you have an advanced map making skill level. But one person has already voiced his doubts and I feel the same way. I think beginner is a more suitable skill level appropriate for you. But then again, I can't force you to change it. But I may warn you if you continue to show your lack of advanced skill level when posting.
Chu, Zerg is pretty good at map making; I think "Beginner" is a little harsh

, he has helped me with a few things i would say at least Average. He does know a lot about triggering though

QUOTE
But I may warn you if you continue to show your lack of advanced skill level when posting.
You are allowed to warn people if they are showing lack of their skill level that the put?
I would prefer he just go by the guide set at the top of the forum.
QUOTE
* NONE - You don't want to make maps or you're at the very beginning.
* BEGINNER - You know how to use staredit and basic triggers, like Golem or Bound ones. With this option people helping you will try to be as detailed as possible, and give you a lengthy explanation.
* AVERAGE - You know how to use X-tra and how to use all the triggers. You can make maps like RPGs and you know some tricks like cloaking bunkers. People will help you, but assume you already know how to make decent maps. May leave out details because they assume you know already.
* ADVANCED - You are familiar with all trigger actions and conditions and have experience in all map editors. Knows how to create complex trigger systems without help.
I don't really want him going around with advanced skill level giving bad advice. Like his first post in this thread.
Meh, I just set it to None so i don't get a warning. I'll read through all the tutorials again and play around with stuff I never really used much in maps.
Yeah, in the tutorial it only says renewing scarabs and interceptors.
Saying I was going to warn you was being a little harsh. You don't have to change it, but I would suggest you do. I just think people should read and follow the guildelines set. It makes it easier on everyone.