Staredit Network

Staredit Network -> UMS Assistance -> Sprite
Report, edit, etc...Posted by Jello-Jigglers on 2006-04-15 at 20:08:01
How do i use this sprite in scmd2;

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I have used this in my maps before and i have seen in other maps as well. Anyone know where to find and use this sprite in scmd2?
Report, edit, etc...Posted by Kupo on 2006-04-15 at 20:33:33
Well first of all, it's not a sprite, it's a unit, and to do it, you have to cloak a beacon!

do something like this


Trigger
Description:
Cloaking a beacon!
Players:
¤ Computer who owns beacon
Conditions:
¤ Always
Actions:
¤ preserve trigger
¤ comment your trigger
¤ DISABLE doodad state for terran beacon at "LOCATION"



Then do


Trigger
Description:
Cloaking the beacon!
Players:
¤ Humans and computer who owns beacons
Conditions:
¤ Always
Actions:
¤ Comment your trigger
¤ run ai script "TURN ON VISION FOR COMPUTER WHO OWNS BEACONS"
¤ wait 0 milliseconds
¤ Run ai script "TURN OFF VISION FOR COMPUTER"


and then you got yourself some cloaked beacons!
Report, edit, etc...Posted by Corbo(MM) on 2006-04-15 at 21:37:38
That's waaaaaaaaaaay too complicated...two triggers?

Corbo's Way Easier Way>>

Conditions:
+Whatever conditions you want

Actions:
+Set doodad state(disabled) for all (beacon) at (Location)
+create 1 (detector unit [it can be observer, science vessel, even turret])
+wait 10 milis (or if you wanna risk it no waits at all!)
+kill all (detector unit)
+Comment (corbo pwns) [Optional]


Note: that the location must be covering the beacon you want to disable, and that the trigger might not work if you do not place that comment tongue.gif
Report, edit, etc...Posted by Jello-Jigglers on 2006-04-16 at 00:36:48
I could have sworn that in scmd2 there was a simple sprite or something... Because it seems i have already used that without triggers... Also, when i make the detector unit, do i have to kill it, or can i remove it? And who do i make it for(human, computer, neutral)? And what is the purpose of that, it seems redundant to just make and kill a unit. Also, do any of those triggers need preserve triggers or are they single-time triggers?
Report, edit, etc...Posted by Kupo on 2006-04-16 at 02:50:30
QUOTE(Corbo(MM) @ Apr 15 2006, 05:37 PM)
That's waaaaaaaaaaay too complicated...two triggers?

Corbo's Way Easier Way>>

Conditions:
+Whatever conditions you want

Actions:
+Set doodad state(disabled) for all (beacon) at (Location)
+create 1 (detector unit [it can be observer, science vessel, even turret])
+wait 10 milis (or if you wanna risk it no waits at all!)
+kill all (detector unit)
+Comment (corbo pwns) [Optional]
Note: that the location must be covering the beacon you want to disable, and that the trigger might not work if you do not place that comment tongue.gif
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But then you are given vision of that area.
Report, edit, etc...Posted by Jello-Jigglers on 2006-04-16 at 10:13:57
Thats true... I guess i might have to use them both depending upon where they are...
Report, edit, etc...Posted by Corbo(MM) on 2006-04-17 at 13:51:51
yes you can just remove it
Report, edit, etc...Posted by Kyuubi. on 2006-04-17 at 14:21:29
if it isn't explained yet, i'll try to explain it in my own words.
you can do it this way, you might also have to hyper trigger it;

conditions:
-always
Actions:
-disable doodad state for ' beacon' at 'location'(copy this of you plan on cloaking multiple beacons, you have to disable it for each beacon if you need to)
-execute ai script turn ON shared vision for player
-wait 0 miliseconds
-execute ai script turn OFF shared vision for player

this way will work and make beacons all glowy. the shared vision won't be a problem though because the shared vision will take a few seconds before it acutally shows, but since it switches the vision off and on less than a second in a fast way, the vision won't show at all or won't be in effect, but this will still make the beacons glowy.

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