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Staredit Network -> UMS Assistance -> Doodad Doors Stuff...
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-05-31 at 22:20:00
I'm using the installation tileset so I'm not using the ghetto unit doors, I'm using the default dooadad doors... but when a unit moves to it... it doesn't move... Am I doing something wrong or do I need to use the disable doodad trigger? I tried using:

Disable doodad state for all Right Upper Door owned by All Players but that didnt work.

Any ideas?
Report, edit, etc...Posted by Toothfariy on 2006-05-31 at 22:22:45
just use the player owned one.

btw p8 doesn't own it. p12 does. i think


off topic : could you please use an easier color to read then red?
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-05-31 at 22:26:11
So I just use P12 triggers to disable the doodad?

Off Topic: That's the 3rd time someone has complained... I like red... sorry. cool1.gif
Report, edit, etc...Posted by LegacyWeapon on 2006-05-31 at 22:45:47
We have tutorials for everything!
http://www.staredit.net/index.php?tutorial=27

Make sure to check there first!

Keep in mind that the 'Set Doodad State' action only enables/disables 1 unit per location. If you do it for 'Anywhere', it'll only do 1 of them.
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-06-02 at 23:40:52
I'm talking about the ones you find in the Doodad list for the Installation tileset... Not the Player Owned one... I know how to do that Legacy! cool1.gif I tried that trigger with the Doodad door but nothing happened... I've seen maps with this before and the doors open fine. I refuse to use the player owned ones since I don't want my map to look choppy!!! Any NEW ideas?
Report, edit, etc...Posted by Kenoli on 2006-06-03 at 00:00:31
Doors are units. Placing one as a doodad dosen't change anything.
Report, edit, etc...Posted by Xeno on 2006-06-03 at 00:03:23
Sounds like it was just a Left Upper Door to me.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-03 at 11:44:38
Just have a different location per door, and you should be set. Doodad doors work just like player doors.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-03 at 14:27:13
Xeno may be right. You might be using the wrong door.
Report, edit, etc...Posted by Mp)MinigameEast on 2006-06-05 at 23:17:37
QUOTE(Pyro_Maniak14 @ Jun 2 2006, 10:40 PM)
I'm talking about the ones you find in the Doodad list for the Installation tileset... Not the Player Owned one... I know how to do that Legacy! cool1.gif  I tried that trigger with the Doodad door but nothing happened... I've seen maps with this before and the doors open fine. I refuse to use the player owned ones since I don't want my map to look choppy!!! Any NEW ideas?
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if your using the doors that are doodads, not units and not sprites, all doors except the hatch floor has to be nuetral (most popular and most effective is p12).

you must put a location on every single door. remember! disable opens them and enable closes them

if your transfer the map editors like.... you put those doors and saved it in the original editor that came with starcraft. then if your going to transfer it to starforge or scmdraft, it will turn out to be a sprite instead of a doodad.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-06-06 at 02:43:55
Cheat Sheet:

/ = Left Door
\ = Right Door

Gray Doors = Upper
Gear Doors = Lower

Enable Closes the door
Disable Opens the door

Use One locaiton per door, don't use toggle.

Select "All Players" for the door. (People are saying that the door is player 12 and such, this is true but just use All Players, I've been triggering doodad doors with that longer than any of them were even aware of player 12.)
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