Staredit Network

Staredit Network -> UMS Assistance -> Disabling COP Beacons
Report, edit, etc...Posted by -BW-Map_God on 2007-01-04 at 18:28:20
I couldn't find it in the tutorials (though its possible I missed it) and I haven't worked with COPs in a while so I was wondering if anyone could let me know how to DISABLE cop placement at the start of a game. Or do I have to just not have the beacons placed until after the time is up for cop placement to disable it?

ADDITION:
So is this no response an answer of its not possible?
Report, edit, etc...Posted by Resguy on 2007-01-04 at 18:57:05
What units is your cop
Report, edit, etc...Posted by Falkoner on 2007-01-04 at 19:39:49
Resguy, I didn't understand what you just said...

Anyway, In my post as well people are saying about how it was possible, but none of them seem to recall how, so I think it is possible, but I don't know how.
Report, edit, etc...Posted by Koltz on 2007-01-04 at 19:40:18
Use non "flag" beacons tongue.gif
Report, edit, etc...Posted by Ihjel on 2007-01-04 at 19:57:52
i think using Disable Doodad State on flag beacon will disable COP'ing
Report, edit, etc...Posted by -BW-Map_God on 2007-01-04 at 22:05:01
I think your right... that sounds like how I did it in the past cool1.gif.
Report, edit, etc...Posted by Falkoner on 2007-01-04 at 22:37:27
That should work, since disabling bunkers you cant get units out, and disabling buildings you can't lift them, so that should work.
Report, edit, etc...Posted by -BW-Map_God on 2007-01-05 at 03:14:37
Yep it works, this topic can now be closed biggrin.gif.
Report, edit, etc...Posted by fritfrat(U) on 2007-01-05 at 18:06:48
You can actually close your own topics.. just an FYI. Plenty of people don't notice it though, so don't feel bad.

--Closed.
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