Staredit Network

Staredit Network -> UMS Assistance -> Floor Gun traps
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-25 at 15:07:44
i am making a defense map by placing 200 or so floor gun traps on one spot and then when u build a pylon anywhere along ur defense it will be replaced with a floor gun trap to act as ur defense BUT they do not seem to be moving i thought placing them on the map before hand would allow me to use them but i am guessing not.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-25 at 15:15:09
Why don't you have like pre-placed floor guns along the path ways and if you build a pylon next to it then you get the floor gun
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-25 at 15:21:23
can u use [moveunit] on a trap door?
Report, edit, etc...Posted by PlayaR on 2005-09-25 at 15:23:58
QUOTE(Veritaserum @ Sep 25 2005, 03:14 PM)
Why don't you have like pre-placed floor guns along the path ways and if you build a pylon next to it then you get the floor gun
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yea...
unless his d is a much bigger then then ur thinking off...then hes got alot of work o do lol
think of another way tongue.gif

ADDITION:
QUOTE(Sickoe_DT_ @ Sep 25 2005, 03:21 PM)
can u use [moveunit] on a trap door?
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i dont think so...
maybe because they are a little like building and i don think buildings can be moved
eh but i might be wrong lol
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-25 at 15:28:40
Here i got an idea. You have hundreds of floor traps in one small area. When you build a pylon, it replaces it with an arbiter that can't move. you would do this by putting a trigger that waits for like 1000 (so it can recall) and then move it to the location that follows your pylon around. Okay let me make it more organized. You build a pylon and a location moves to it, it creates an arbiter there and kills the pylon and gives you one floor trap over to the side. NOTE: arbiters cannot recall invincible units!!!! So then you keep the arbiter from moving and then when they get a floor trap in the location from recalling it, then kill the arbiter and make the floor trap invincible (or not if you don't want to)
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-25 at 15:33:33
1# people will move the arbiter.
2# u cannot recal buildings and floor traps are buildings

comon people keep them coming.
there has to be a way i just know it.
Report, edit, etc...Posted by Voyager7456(MM) on 2005-09-25 at 15:39:15
QUOTE(Sickoe_DT_ @ Sep 25 2005, 01:33 PM)
1# people will move the arbiter.
2# u cannot recal buildings and floor traps are buildings

comon people keep them coming.
there has to be a way i just know it.
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1. You can immobilize it, just order it to move to that location constantly.
2. You can recall floor traps, try it.
Report, edit, etc...Posted by Hell_Pyro on 2005-09-25 at 15:41:19
Cna't you just do this?:


Condition:
Current player controls exactly one "protoss Pylon" at <put location name here>

Actions:
Create one "floor gun trap" at <put location name here>
remove all "protoss pylons" owned by current player



or

(put all guns some in a small place)

Condition:
Current player controls exactly one "protoss Pylon"

Actions:
teleport(move) one floor gun trap to Protoss Pylon
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-25 at 15:43:40
im not going to go with the arbiter idea, do you realize how much space that will require taking into the account it is a secure building to have because u can upgrade its attack,
people will want do continue doing it

ADDITION:
QUOTE(Hell_Pyro @ Sep 26 2005, 05:40 AM)
Cna't you just do this?:
Condition:
Current player controls exactly one "protoss Pylon" at  <put location name here>

Actions:
Create one "floor gun trap" at  <put location name here>
remove all "protoss pylons" owned by current player
or

(put all guns some in a small place)

Condition:
Current player controls exactly one "protoss Pylon"

Actions:
teleport(move) one floor gun trap to Protoss Pylon
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my problem is exactly this, u cannot create floor traps at all and the second one u said is the reason im here because i was so sure that would work
Report, edit, etc...Posted by Gigins on 2005-09-25 at 15:45:09
OK you can't move traps. But here is my idea.
Preplace the traps all over your base for neutral player. Then add a factory where you can build tanks. Build tanks and move them to trap you want to get. Move on trap and siege tank. As we all know that sieged and unsieged tanks are different units. Just remove sieged tank and give trap under tank to player. Instead of pylons build tanks thats all tongue.gif .
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-25 at 15:48:16
hmm again u give me something possitive.
well im working with a small area so building a pylon will give u a tank tongue.gif
Report, edit, etc...Posted by Hell_Pyro on 2005-09-25 at 15:50:10
then can't you create the guns?


Trigger
Description:
.
Conditions:
¤ Current controls exactly one Protoss Pylon at (location)
Actions:
¤ Create one "Floor Gun Trap" for Current Player at (location)
¤ Remove all Protoss Pylon owned by Current palyer at (location)

Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-25 at 15:51:26
QUOTE(Hell_Pyro @ Sep 26 2005, 05:49 AM)
then can't you create the guns?




Trigger
Description:
.
Conditions:
¤ Current controls exactly one Protoss Pylon at (location)
Actions:
¤ Create one "Floor Gun Trap" for Current Player at (location)
¤ Remove all Protoss Pylon owned by Current palyer at (location)

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yea talk about brake my hearts
Report, edit, etc...Posted by Staredit.Net Essence on 2005-09-25 at 15:56:48
QUOTE(DEAD @ Sep 25 2005, 11:44 AM)
OK you can't move traps. But here is my idea.
Preplace the traps all over your base for neutral player. Then add a factory where you can build tanks. Build tanks and move them to trap you want to get. Move on trap and siege tank. As we all know that sieged and unsieged tanks are different units. Just remove sieged tank and give trap under tank to player. Instead of pylons build tanks thats all tongue.gif .
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exactly...
Report, edit, etc...Posted by Kumano on 2005-09-25 at 16:04:32
For the arbiter, you could give 1 trap from neutral player 1 to neutral player 2 (to make sure only 1 gets recalled), make an arbiter for neutral player 2 at pylon location, and use AI script Recall Here at the traps then give the traps to you once they're at the arbiter and move arbiter away. Might be slightly buggy if you make more then 1 pylon at a time though.
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-25 at 17:14:31
ok i have made it so when the tank seiges u are given the floor trap but its not working , the trap just remains as p12

ok nvm lolz i got it
Report, edit, etc...Posted by Urmom(U) on 2005-09-25 at 19:28:00
QUOTE(Hell_Pyro @ Sep 25 2005, 03:49 PM)
then can't you create the guns?




Trigger
Description:
.
Conditions:
¤ Current controls exactly one Protoss Pylon at (location)
Actions:
¤ Create one "Floor Gun Trap" for Current Player at (location)
¤ Remove all Protoss Pylon owned by Current palyer at (location)

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dude, he already said you cant. anything that cant be placed in vanilla staredit cant be created.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-25 at 21:25:01
QUOTE(Sickoe_DT_ @ Sep 25 2005, 11:33 AM)
1# people will move the arbiter.
2# u cannot recal buildings and floor traps are buildings

comon people keep them coming.
there has to be a way i just know it.
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Here i made a quick map for you to show you that you CAN recall floor traps and people can NOT move the arbiter AND recall at the same time. Try it out, it works perfectly. (just don't recall in stupid places cuz i don't have keep giving you full energy)

Report, edit, etc...Posted by Urmom(U) on 2005-09-26 at 20:48:57
traps are not counted as buildings...they were originally doodads and then made as units from the xtra editor and so forth.
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