Staredit Network

Staredit Network -> UMS Assistance -> [SOLVED] Cloaking Beacons
Report, edit, etc...Posted by destroyer1 on 2006-01-04 at 18:31:06
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.
Report, edit, etc...Posted by LegacyWeapon on 2006-01-04 at 18:44:51
Put the wait between the obs creation and destruction.
Report, edit, etc...Posted by Corbo(MM) on 2006-01-04 at 21:31:13
Man legacy its so smart tongue.gif
and if you want more information about disabling units check out the list on my siggy
Report, edit, etc...Posted by destroyer1 on 2006-01-04 at 22:09:05
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...
Report, edit, etc...Posted by RexyRex on 2006-01-04 at 22:13:29
Make sure you own the observer or have shared vision with it.
Report, edit, etc...Posted by Corbo(MM) on 2006-01-04 at 22:30:46
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
Report, edit, etc...Posted by Cloud on 2006-01-04 at 22:31:54
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 pinch.gif
Report, edit, etc...Posted by Corbo(MM) on 2006-01-04 at 22:44:59
no, if true explain me cuz i wanna know
Report, edit, etc...Posted by Staredit.Net Essence on 2006-01-05 at 00:27:58
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.
Report, edit, etc...Posted by Urmom(U) on 2006-01-05 at 17:39:25
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.
Report, edit, etc...Posted by Mp)MinigameEast on 2006-01-05 at 17:47:52
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)
Report, edit, etc...Posted by LegacyWeapon on 2006-01-05 at 23:03:55
You can just "Disable, Create, Wait 0, Kill".
Report, edit, etc...Posted by Staredit.Net Essence on 2006-01-06 at 00:02:39
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 closedeyes.gif .
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