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Staredit Network -> UMS Assistance -> Sunken Colony/Spore Colony
Report, edit, etc...Posted by Azu on 2006-10-22 at 16:42:17
Is there any way to give someone a Sunken or Spore Colony on top of another building? Some buildings will stack just by using the create unit trigger, but that gives an unplaceable message when I try it with a Sunken or Spore. Is there another way to do it?
Report, edit, etc...Posted by fritfrat(U) on 2006-10-22 at 20:21:47
The only way to stack sunks and spores would be to preplace them stacked, have piles of stacked units the same size/remove one/create the colony, or build them in game with vision off to yourself.

What buildings stack by using create unit trigger? I thought none did..
Report, edit, etc...Posted by Azu on 2006-10-22 at 22:59:56
I'll give that a try, thanks.

And off the top of my head.. terran missile turret does.
Report, edit, etc...Posted by Knx. on 2006-10-22 at 23:25:48
You can preplace it and instead of build u buy it (Give units to Player)... tongue.gif
Report, edit, etc...Posted by DT_Battlekruser on 2006-10-23 at 03:04:45
You cannot stack any building standardly with create unit, but if a building is removed/destroyed, the pathing script marks the terrain is passable and buildable, so you can use Create Unit or any other means to place a building there.
Report, edit, etc...Posted by Azu on 2006-10-23 at 03:34:09
QUOTE(DT_Battlekruser @ Oct 23 2006, 12:04 AM)
You cannot stack any building standardly with create unit, but if a building is removed/destroyed, the pathing script marks the terrain is passable and buildable, so you can use Create Unit or any other means to place a building there.
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So like,


Trigger
Description:
Stack
Conditions:
¤ Conditions
Actions:
¤ Create 1 Pylon at location "Some random empty area"
¤ Remove 1 Pylon at "Some random empty area"
¤ Create 1 Sunken Colony at location "Stack"


That'll make let it stack?
Report, edit, etc...Posted by uberfoop on 2006-10-23 at 03:50:43
No azu, more like have a bunch of stacked preplaced pylons there, remove 1, create colony.
Report, edit, etc...Posted by Ahli on 2006-10-23 at 09:36:35
but u can't build on zerg buildings (cause, u can't build pylons on creep), so after converting to sunkens, u won't have the chance to stack new sunkens there...
Report, edit, etc...Posted by fritfrat(U) on 2006-10-23 at 18:14:29
DTBK basically confirmed that the only way to have stacked buildings is to pre-place them stacked, even if it means removing 1 and replacing it with a different building the same size. Or, of course, the lights off method.

If you had 10 stacked pylons, and removed 1 pylon, you could then create a sunken colony there.

Actually, that rises a good question. If you did it again to have 8 pylons and 2 sunkens, would it also work to go back and make it 9 pylons and 1 sunken again, or would creep be an issue?
Report, edit, etc...Posted by Azu on 2006-10-23 at 18:17:08
So like.. I would have to cover every single tile in the whole map with pylons? And like if I wanted people to be able to stack up to sunkens/spores it would have to be like 50 pylons per tile?

That could have drawbacks.. =/
Report, edit, etc...Posted by DT_Battlekruser on 2006-10-23 at 22:00:50
QUOTE
Actually, that rises a good question. If you did it again to have 8 pylons and 2 sunkens, would it also work to go back and make it 9 pylons and 1 sunken again, or would creep be an issue?


Hypothetically, creep shouldn't be an issue since the pathing script wouldn't re-write over the terrain with creep until a small delay after the remove action, so if you instantly created the pylon, it should work.

Try it though.
Report, edit, etc...Posted by Ahli on 2006-10-24 at 13:22:07
I thought about another method: building nydus exit on a sunken, but u can't build the nydus exit with disabled sight/light....

-> u can't stack buildings on creep if u don't have preplaced buildings...
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