Staredit Network

Staredit Network -> UMS Assistance -> Cloaking Beacons.
Report, edit, etc...Posted by Tensaei on 2006-07-26 at 14:42:31
I really didn't understand the "Cloaking Beacons" tutorial, could someone dumb it down?
Report, edit, etc...Posted by iHaveNoRegrets on 2006-07-26 at 15:03:43
I wont use Trigger HTML.

Create beacon for a player w/ out shared vision.
Create observer above the beacon (Vision or Control w/ player that needs to see)
Disable Doodad: The beacon type (zerg, protoss, terran / flag)
Remove Observer.
Report, edit, etc...Posted by Tensaei on 2006-07-26 at 19:35:06
Alright, I think I did what you told me.

Players:
Player 8

Conditions:
Always.

Actions:
Create 1 Terran Beacon at "loaction x" for player 8.
Create 1 Observer at "location x" for player one.
Disable Doodad State for Terran Beacon for player 8 at "location x"
Remove all units at "location x" for player one.

I test it then I walk a marine over to where the beacon should be. I see a beacon that isn't clickable. Am I doing something wrong?
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-26 at 20:45:04
QUOTE(Tensaei @ Jul 26 2006, 04:34 PM)
Alright, I think I did what you told me.

Players:
Player 8

Conditions:
Always.

Actions:
Create 1 Terran Beacon at "loaction x" for player 8.
Create 1 Observer at "location x" for player one.
Disable Doodad State for Terran Beacon for player 8 at "location x"
Remove all units at "location x" for player one.

I test it then I walk a marine over to where the beacon should be.  I see a beacon that isn't clickable.  Am I doing something wrong?
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You need to add a wait between the disable doodad state and the remove observer triggers. It takes a few hundred milliseconds for the vision to actually register. Wait something like 500 and it should work.
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