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Staredit Network -> UMS Assistance -> Doodads
Report, edit, etc...Posted by Falkoner on 2006-06-20 at 19:36:05
I already posted this, but it didn't get answered so, I shall try again:

Okay, so.... got some questions, probably very simple:
1.Do Doodads start out enabled?
2.If you disable doodads that move or have lights, do they stop that?
3.Can Stardraft use doodads from diffrent terrain?
4.If so, will X-tra Editor be fine with them when it opens?
5.Which direction does the Dirt #16 doodad start facing?
6. Would it be possible to make triggers that create and kill units wherever the Dirt#16 is facing?

Well, have fun with the questions...
Report, edit, etc...Posted by Noober on 2006-06-20 at 20:33:05
You could have just bumped your original post, but I already answered #3, and that's a definite NO. (see my below post, lol)
Report, edit, etc...Posted by AlexStVincent(MC) on 2006-06-20 at 21:00:25
QUOTE(Falkoner @ Jun 20 2006, 06:35 PM)
I already posted this, but it didn't get answered so, I shall try again:

Okay, so.... got some questions, probably very simple:
1.Do Doodads start out enabled?
2.If you disable doodads that move or have lights, do they stop that?
3.Can Stardraft use doodads from diffrent terrain?
4.If so, will X-tra Editor be fine with them when it opens?
5.Which direction does the Dirt #16 doodad start facing?
6. Would it be possible to make triggers that create and kill units wherever the Dirt#16 is facing?

Well, have fun with the questions...
[right][snapback]510336[/snapback][/right]

smile.gif
1. Yes
2. Yes/No ( Twilight tower thing.. doesn't? )
3.Yes
4. No, it Deletes Them ( One of my maps' Problems )
5.__ lol i'll rain check that one
6.Refer to #5
Report, edit, etc...Posted by Zeratul_101 on 2006-06-20 at 21:06:49
QUOTE(Noober @ Jun 20 2006, 06:32 PM)
You could have just bumped your original post, but I already answered #3, and that's a definite YES.
[right][snapback]510372[/snapback][/right]


QUOTE(AlexStVincent(MC) @ Jun 20 2006, 07:00 PM)
3.Yes
[right][snapback]510382[/snapback][/right]


is he talking about terrain types or tilesets?

if he talking about tilesets, then both of you are directly wrong. doodads are part of the tileset they originate from and tilesets can't be mixed, therefore doodads can't be mixed. the closest thing you can get to a doodad is from another tileset is the doodad sprite
Report, edit, etc...Posted by fritfrat(U) on 2006-06-20 at 21:23:31
You can only have doodads from the tileset you are working with.

And is there a new StarDraft out there or something? To me, StarDraft is an old 1.08 editor that Zap Placer was made out of. Is he referring to SCMDraft?

You can't detect which way a doodad is facing. If you CAN stop them from spinning (I was not aware that you could, but I never tested it), you would have to time it to get it to stop at the right moment. With a spinning doodad, you would have to time it at how long it takes to make a complete rotation, where it starts, and the times at what point in the rotation it is facing each direction. Theoretically possible, but I am not sure if you could get it exact enough, even with relentless testing..
Report, edit, etc...Posted by Noober on 2006-06-20 at 21:37:21
Whoops, I thought he meant a doodad sprite.. ><. Sorry, doodads can only be placed on the tileset they come from, while doodad sprites can be placed on any tileset.
Report, edit, etc...Posted by Falkoner on 2006-06-20 at 21:43:55
Okay to clear things up, yes I was talking about SCMDraft 2, sorry bout that, just such similar names... anyways thx, so far very helpful
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