Staredit Network

Staredit Network -> UMS Assistance -> Glowing Beacon problems
Report, edit, etc...Posted by BounD- on 2006-06-20 at 04:47:59
All I get is a beacon that is disabled.
Trigger
Conditions:
¤ always
Actions:
¤ disable doodad state for protoss beacon for player 8 @ location 1
¤ wait 0 milleseconds
¤ give all protoss beacons owned by player 8 at anywhere to player 1
¤ wait 0 milleseconds
¤ give all protoss beacons owned by player 1 at anywhere to player 8


Edit:
Also having some trouble w/ junkyard dog on nukes.
I have this trigger for each human player:
Trigger
Conditions:
¤ always
Actions:
¤ execute junkyard dog @ nuke location
¤ Preserve Trigger
Report, edit, etc...Posted by Noober on 2006-06-20 at 11:58:06
For glowing or invisible beacons, disable the beacon, turn on vision for the player who owns the beacon, wait 0, then turn it off. That will work.

For the nuke, is the nuke owned by the human player?
Report, edit, etc...Posted by Urmom(U) on 2006-06-20 at 21:40:30
If I'm understanding you right, player 1 is the human? Well you are supposed to give it to a player that the players don't have vision with. Say you have vision with player 8 but not 7. You create for player 8 and give to player 7. I wouldn't recommend the turn vision on because there is a slight delay usually.
Report, edit, etc...Posted by Noober on 2006-06-20 at 22:35:23
Yea, but you're going to end up not having vision with the beacon owner anyway, so it doesn't really matter.
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