Ok let me explain the situation to you.
Im making a defense map. In this map you can choose your unit and whatever. When you choose protoss you get 1 probe. This probe may only build 1 building. This is a pylon. Now when the player builds a pylon, it gets removed and in its place a cannon is created. This is where the dilema comes in, I cant get the cannon enabled with 1 location. Ive tried centering the location around the pylon, and ive tried making the cannon somewhere else, and having it enabled in that location, then moved to somewhere else. Note - You can only enable 1 unit per location. Can someone help me figure a way where I can disable all these cannons with just 1 location?
umm, how about you place a burrowed unit underneath owned by a computer player. then you give one to player 12 and center the location on the burrowed unit owned by the computer. then you can enable the cannon. you just preserve it to create a recycling process.
>Topic Locked.
Please make a descriptive title next time. We know you have a mapmaking dilemma because you posted here.
Lord just fix the title for the poor guy LW
Title fixxored, reopened. Here is the trigger.
Players:
-Player 1
Conditions:
-Always
Actions
-Move 'location x' on photon cannon owned by player 1 anywhere
-Enable doodad state for photon cannon owned by player 1 at 'location x'
-Preserve Trigger
Now I am PRETTY sure this will work. If it just jumps between the 2 furthest left cannons then you will need to put burrowed units underneath them. So...move the location to zergling owned by player 1 and kill the zergling so that that cannon doesn't have a zergling anymore.
I would agree with the whole enable doodad state for the cannon. In a defence map you would not want to have all of the room taken up by stupid little pylons right?
theres a tut on multiple cannon enabling or something like that
QUOTE(Veritaserum @ Oct 24 2005, 10:25 PM)
Here is the trigger.
Players:
-Player 1
Conditions:
-Always
Actions
-Move 'location x' on photon cannon owned by player 1 anywhere
-Enable doodad state for photon cannon owned by player 1 at 'location x'
-Preserve Trigger
Now I am PRETTY sure this will work. If it just jumps between the 2 furthest left cannons then you will need to put burrowed units underneath them. So...move the location to zergling owned by player 1 and kill the zergling so that that cannon doesn't have a zergling anymore.
[right][snapback]340925[/snapback][/right]
your idea wont work. itll just center on the same one the entire time. and I-X-King-X-I, we know there is a tutorial on it because Legacy just posted it...actually read the thread next time.
QUOTE(urmom @ Oct 25 2005, 02:26 PM)
your idea wont work. itll just center on the same one the entire time.
[right][snapback]341357[/snapback][/right]
Thats what i was afraid of...damn
u have 2 do somethin like, when u build a cannon it'll create a ling under the cannon then do: player x commands at least 1 ling, center location at ling, give ling 2 player y, enable cannon. then, player y commands at least 1 ling, player x commands 0 ling, give all ling to player x
Yep, that's what the tutorial says

Yeh Kow used the same thing in Town Wars v1.00, but urmom posted that first, and DeadlyRuler didnt take the idea?
Why was that?
ummm... i will answer 2 situations...
if u can only build pylons and the cannons get enabled - making them able to attack
well heres the trigger:
Condition:
plyr brings atleast 1 pylon to anywhere
Action:
centre loc on da pylon
Remove pylon
create 1 cannon
enable cannon
preserve trigger
OR
Condition:
plyr brings atleast 1 pylon to -valid area-
Action:
Centre loc on pylon at -valid area-
remove pylon
create cannon
preserve trigger
(cannon gets powerd by a pylon in an "invalid" area that isnt covered by the location)
dont understand? just say so
your trigger wont work -)HyDrO(-, they won't stay enabled.
yea, once a unit is created or somethin, it'll disable.
only possible way is probaly the burrowed ling under the cannon
QUOTE(urmom @ Oct 25 2005, 04:26 PM)
your idea wont work. itll just center on the same one the entire time. and I-X-King-X-I, we know there is a tutorial on it because Legacy just posted it...actually read the thread next time.
[right][snapback]341357[/snapback][/right]
sry, i just kinda skimmed over it
at least i attempt to help

I thought even though units were burrowed you couldn't create them under things, I think they would just be displaced...
You can't create them under things, but you can move them under things - even under buildings, as I understand it.
ill do a test on that later tonight. for some reason i remember that it does create them burrowed but im not sure if it will do it under things. ill get back to you guys.
um, i just answered this same exact situation i think yesterday, plus tehres a tutotial aint there
