1. Hey isn't there a property I can change so that the beacons I lay down don't have the "Place Cop" option?
2. What is/was "Place Cop" for?
3. Should I just do a trigger to detect if they have no beacons in the location and move them back? or is there a way to stop them from placing cop all together?
Only flag beacons have that ability. Try using normal beacons instead.
You could move them back to their original location with a trigger, but only if they were on buildable ground.
Place COP is for a Capture the Flag style map where you can place the flag anywhere.
The place cop is to hide your flag in Capture the Flag type games which aren't played much on B.net.
QUOTE(Kenoli @ Nov 19 2005, 10:57 AM)
Only flag beacons have that ability. Try using normal beacons instead.
You could move them back to their original location with a trigger, but only if they were on buildable ground.
[right][snapback]359201[/snapback][/right]
Oops sorry forgot to mention, I've already used the beacons for other things, purchase, ban, exit.
Should I just have a trigger make flags on the beacons?
i wonder if you can disable the flag beacon for it to stop making a flag.
or in my theory, place an odd number of beacons
Can you just make the flag beacons computer player owned? That way no human player can move the beacons to another place and you don't need to worry about the flag that will eventually pop up.
QUOTE(KaboomHahahein @ Nov 19 2005, 03:18 PM)
Can you just make the flag beacons computer player owned? That way no human player can move the beacons to another place and you don't need to worry about the flag that will eventually pop up.
[right][snapback]359370[/snapback][/right]
well the beacons are for "donate to this color" beacons.
You could change that system to a dropship system where you would unload the units in a giving area to donate and use the beacons for better uses.
Or you could still have them be the right color, if you use the correct give unit function I beleive.
Additon: I have a better way.
Make a flag beacon sprite in starforge, then check the "disabled" box in sprite properties, it is clickable, but like any other disabled unit, can't do anything.
QUOTE(Shatter @ Nov 19 2005, 10:31 PM)
Or you could still have them be the right color, if you use the correct give unit function I beleive.
Additon: I have a better way.
Make a flag beacon sprite in starforge, then check the "disabled" box in sprite properties, it is clickable, but like any other disabled unit, can't do anything.
[right][snapback]359796[/snapback][/right]
I'll keep that in mind but...
I hate having to re-import my sounds, re-change the colors of the players, re-place the map revealers every single time I switch between Xtra and Starforge ALREADY, that would be another thing I would have to do too.
I agree. StarForge is always causing me problems with my sounds in my maps and the locations sometimes. I will only use SCM now but I am keeping StarForge there just in case.
QUOTE(scythetleppo @ Nov 19 2005, 11:13 PM)
well the beacons are for "donate to this color" beacons.
[right][snapback]359774[/snapback][/right]
Have them belonging to the human players initially and give them to P12, duh.

Or you could do the move trigger, and if they are gong to be on unbuildable terrain...then just have 2 OTHER beacons stacked there, and then it will move just fine.
QUOTE(Finrod_Felagund @ Nov 21 2005, 07:00 PM)
Or you could do the move trigger, and if they are gong to be on unbuildable terrain...then just have 2 OTHER beacons stacked there, and then it will move just fine.
[right][snapback]361136[/snapback][/right]
How's that simpler? -_-
Best was is to make the flag beacon the normal one and make the normal one changed to the flag beacon.(I'm assuming were you placed the normal beacons its owned by computers). If not you can always just have the stacked beacons and remove them if they cop them somewere on the map

you can disable the ability to make flags i know that but as for the place cop... that can be easily solved with a trigger the P12 function works well though i see it alot in maps if its for donate you will probably want to use that
Read.
Give beacon to P12. Period.
That could be a problem. If you want to remove/kill players' units that leave, then you need to leave player 12 open for that.
I never said that my method was simpler, i simply said it was a solution to constantly moving the beacon back to a location that was unbuildable.
I literally was thinking "...give to p12!" before I even got to fred's post

.
For removing all p12 units of people that leave, just do "remove all men" and "remove all buildings." I tested it, the beacon stays

Flags and stuff or whatever is left can just be done 1 at a time for whatever is present in the map, I suppose.
You want to see an example map?
WoS3.
QUOTE(PCFredZ @ Nov 22 2005, 06:35 PM)
You want to see an example map?
WoS3.
[right][snapback]362041[/snapback][/right]
No...i believe you...lol. Well hey, if it works, do which ever method you like. I would go with PCFredZ's idea cuz its easier.
The BEST way is that give beacons to player 12 when it starts so nobody can move them . Don't try anything else .