Ya ive read the tutorials and i dont know wat im doing wrong.
the trigger goes something like this
Conditions: Always.
Actions: Disable doodad state of terran beacons, wait x Milliseconds, create one obs at location X, destroyer all obs.
Put the wait between the obs creation and destruction.
Man legacy its so smart

and if you want more information about disabling units check out the list on my siggy
hmm no i checked i do have the wait like legacy said got anything else?
er when u disable doesnt it make unit unclickable? i can clik on it...
Make sure you own the observer or have shared vision with it.
try this
| Trigger |
| Description: |
| Disable Beacons |
|
| Players: |
| ¤ Player That beacon's will be disabled |
| Conditions: |
| ¤ Conditions that u want |
| Actions: |
¤ Coment ( corbo owns )
|
¤ Set doodad state to disable for all beacons at (location)
|
¤ create 1 (any revealer) at (same location)
|
¤ wait(1000)
|
| ¤ kill all (revealer that u created) at (same location) |
note revealer is not map revealer its detector
QUOTE(destroyer1 @ Jan 4 2006, 11:31 PM)
Ya ive read the tutorials and i dont know wat im doing wrong.
the trigger goes something like this
Conditions: Always.
Actions: Disable doodad state of terran beacons, wait x Milliseconds, create one obs at location X, destroyer all obs.
[right][snapback]398495[/snapback][/right]
im pretty sure that you can just set cloaked becans as sprites in DRAFT. if im wrong my bad

no, if true explain me cuz i wanna know
1 Disable Trigger can only disable 1 beacon, So you need to create different triggers, which are location specific, for every beacon you want to disable.
No you don't... you can use the "Move Location" action to center it on the beacon and then give it to another player so that the trigger can detect the next uncloaked beacon.
make sure you use the triggers for this.
why dont you just put the becon on the map and an obsever on the map.
then when the game starts. use the trigger to kill all obervers at anywhere under the disabled beacons
or do this, make sure you have hyper triggers, and yes wait(0) does make a diffrence
Players:
¤ Player That beacon's will be disabled
Conditions:
¤ Conditions that u want
Actions:
¤ create 1 (observer) at (same location)
¤ wait(0)
¤ Set doodad state to disable for all beacons at (location)
¤ wait(0)
¤ kill all (observer) at (same location)
You can just "Disable, Create, Wait 0, Kill".
QUOTE(urmom @ Jan 5 2006, 04:39 PM)
No you don't... you can use the "Move Location" action to center it on the beacon and then give it to another player so that the trigger can detect the next uncloaked beacon.
[right][snapback]399247[/snapback][/right]
Yes, The innuendo was that you have to disable them one by one

.