As all of us know, we can easily create Anti-Lift Off Triggers but soemtimes our building needs to Lift-Off to create an Add-On and there needs to be a way to differentiate between a Lift-Off for not building an Add-On or a Lift-Off just for fun or to cheat.
The first step is the same as the normal Anti-Lift Off triggers. To make a Big Location that only includes Air. We will also be using the Location "Anywhere" but it's best to use another Location of the same size that only applies to ground. Make sure that there is enough space in both locations that you can build a 4x3 building with a 2x2 add-on next to it.
Now when the Building Lifts Off a switch will be enabled. This way we now know that a building is lifted up.
Now comes one of two steps.
The first step indicates us that the building has landed. We will now check for an add-on with the CommandAt Action But first we would need to wait 1 second. This is beceause the addon won't start building inmediately, it will wait 1/12th of a second before it starts being built. If there is an add-on, then we know the building was lifted to build an add-on. If there isn't an add-on then the building wasn't lifted to build the add-on and you may do whatever action you wish to do.
The second is that the building never lands. We can assume that the building wasn't lifted to build an add-on. We will know that the building isn't moving because we will test how long the building takes to fly from the longest end of the location to the other. This means that theres more than enough time for the building to fly to it's destination. You could have it set a coundown timer at 200% of the time of the test so you have double the time to fly from one end fo the location to another. If this timer runs out then it means that the building wasn't lifted to build an add-on and any other action might be taken.
Credits: BeeR_KeG
Written in 10 minutes and thought of in 2 minutes.
Why would you need to lift off to create an addon? If it's not placed on the grid what use was there in the first place to create the addon? I don't see how this would be used.
Sometimes when you go to create an addon, you misclick and end up asking it to place an addon 1 tile away. So then, instead of being annoying and destroying the buildings, BeeR's triggers take that into account.
Yea but I haven't seen a map that has anti-lift with the need of making addons...
Also couldn't you just easily make the terrain to only fit the building and a 2x2 square tile right next to it for an addon so that you can' misclick.
Something like this:
Or you could just un-attach the add-ons and place them somewhere else, and they're still owned by the player.
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Or you could just un-attach the add-ons and place them somewhere else, and they're still owned by the player
i thought addons when to p12 if the main building isnt there
That os sp glitchy its crazy... Also i see no real need for it.
This is a trigger for specific maps in which you would need to build an Add-On mid game in which to gaing upgrades or any other effect that the mapmaker wants to.
Remember that when placing a Building not everyone takes into consideration that you need additional space for the Ad-don.
This could also be used by the newer mapmakers as an alternative to having separate Add-Ons.
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This could also be used by the newer mapmakers as an alternative to having separate Add-Ons.
Lol I'm sure newer mapmakers won't have ANY trouble understanding and making triggers for this system