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Staredit Network -> UMS Assistance -> Terran - Protoss
Report, edit, etc...Posted by Storm_Templar on 2006-11-19 at 12:01:25
i have recently been annoyed by how I cant change terran building into a protoss building because the protoss building needs a pylon. And I dont want to make a probe to build a pylon at a "upgrade"(protoss) building. So i thought why not make it so that the pylon appears stacked on the protoss building. so this is my thought:

Part 1

Conditions:
Always

Actions
Disable vision for Computer player

Part 2

Conditions:
Bring (Terran Building) to "Location 1" (Lift off)

Actions:
Move location labeled "location 2"
Create 1 (Protoss Building) at "Location 2" for computer player
Create 1 (Protoss Pylon) at "Location 2" for computer player
wait 1 milisecond
Give all buildings owned by computer player to human Player

Think this would work or help?
Report, edit, etc...Posted by Rantent on 2006-11-19 at 16:31:13
It wouldn't stack them... if thats what your asking.

What you need is a trigger enabling the prtotoss buildings everytime you build a new terran building.

>>Moved to mapping assistance.
Report, edit, etc...Posted by Gigins on 2006-11-19 at 16:35:07
The enable trick doesn't work that well. After a time it starts to twinkle while it fades away at all.
Report, edit, etc...Posted by fritfrat(U) on 2006-11-19 at 16:43:50
For enabling buildings, you'd need to re-enable everything every single time the power situation changes for all players. Movement of a protoss building, creation, destruction.. etc. Though it's a pain to use, you can do it with burrowed units.

And ya, you can't stack buildings in game without "lights off" or removing units from pre-stacked stacks. You'll have to figure out a way to put the pylons next to the protoss buildings. Or use the enable doodad state on everything, but that is a pain in the butt to use.
Report, edit, etc...Posted by Gigins on 2006-11-19 at 16:47:37
I know, you can stack cloaked buildings(bunkers or something) in the place. And before you make the building kill one bunker, same with pylon. I remember someone telling me that once a building is killed on buildable tile, it becomes buildable even though there is a building already, until you build another one.

I hope you get it. tongue.gif
Report, edit, etc...Posted by spinesheath on 2006-11-19 at 16:59:11
This is an expectable behaviour, actually.
Consider how you would handle the buildability in SC. Every tile has a flag if it is buildable at all, and another one that indicates if there is a building on it.
Everytime a building is built, the "buildingThere"-flags for the appropriate tiles are set, and everytime a building is destroyed, the flags are cleared. SC does not allow stacked buildings unless you come up with things that were not planned by Blizzard, so this method would work perfectly, and you don't have to go through the whole unit list and check where all the buildings are placed to find out if some terrain is buildable.

Now if you stack several buildings, the flags are set and set again, which leaves them set, and when you kill one, the flags are cleared and the tiles become buildable.

Note that I have nothing to back this theory up apart from my common sense and my little programming skills, as well as ockham's razor.
But hey, I was right with the way SC handles the STR section (proven by Heimdal - by disassembling I think), so this might be not that a bad explanation wink.gif
Report, edit, etc...Posted by Storm_Templar on 2006-11-19 at 21:44:43
so how would this concept work without mods? by triggers it would look like?
Report, edit, etc...Posted by spinesheath on 2006-11-20 at 00:17:31
I don't know how the triggers for stacking cloaked buildings are - if that really is possible.
But if, Stack 2 bunkers, remove 1, create a pylon, remove the other bunker and create a Gateway.
Report, edit, etc...Posted by Gigins on 2006-11-20 at 08:29:14
Pre-stack them. tongue.gif
Report, edit, etc...Posted by spinesheath on 2006-11-20 at 09:41:20
Ah so you suggest to prestack the whole map with bunkers and cloak them? Crazy cheers.gif
Report, edit, etc...Posted by Gigins on 2006-11-20 at 09:45:05
I thought he wants them for upgrade buildings that are kinda static.

Either way, I know perfect fix, just put the pylon right besides the building. tongue.gif
Report, edit, etc...Posted by Grand_Dracolich on 2006-11-20 at 09:49:56
QUOTE(fritfrat(U) @ Nov 19 2006, 08:43 PM)
For enabling buildings, you'd need to re-enable everything every single time the power situation changes for all players.
[right][snapback]591649[/snapback][/right]


Actually, it disables every time a unit is created or killed (even through normal means).
Report, edit, etc...Posted by Storm_Templar on 2006-11-20 at 09:57:18
QUOTE
Pre-stack them.


This wont work becaus its a "normal" type map wher you build

Another question would be how could I get the pylon to apear next the barracks instead of on it, and getting that error msg. do i have to use the movable grid?
Report, edit, etc...Posted by Gigins on 2006-11-20 at 10:06:51
No just have enough space around the barracks and it should spawn besides it. Well thats what happens when you spawn 10 marines in one location. tongue.gif
Report, edit, etc...Posted by spinesheath on 2006-11-20 at 10:52:09
I doubt this works for buildings.
You'd have to create some movable grid - some air units - and check if there is a buildable 3x3 space close by. 3x3 because you never know if your movable grid is locked to the grid, actually this is quite unlikely.
Report, edit, etc...Posted by Storm_Templar on 2006-11-20 at 17:28:11
so i would need to make a very large grid?
Report, edit, etc...Posted by Heimdal on 2006-11-20 at 18:44:58
I wrote a tutorial a while ago about a generic solution to powering protoss buildings without pylons:

http://www.staredit.net/index.php?tutorial=60 (the second section)
Report, edit, etc...Posted by Storm_Templar on 2006-11-21 at 09:59:50
QUOTE
I wrote a tutorial a while ago about a generic solution to powering protoss buildings without pylons:

http://www.staredit.net/index.php?tutorial=60 (the second section)


Very useful this will probably work. thx
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