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Staredit Network -> UMS Assistance -> [SOLVED] Stacking buildings with triggers
Report, edit, etc...Posted by scwizard on 2007-01-08 at 21:43:24
This is what I want to happen:
1. You warp in a Pylon with a probe
2. It creates a sunken colony stacked on top of that Pylon

How do I do this?
Report, edit, etc...Posted by dumbducky on 2007-01-08 at 21:55:18
Well, I've know of an alternative, but requires the player to do some work. Have a location the size of a pylon. When a pylon is created, remove the pylon and create a sunken colony where the pylon was. Then let the players stack the pylon on top of the sunken.
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-09 at 01:36:20
This doesn't sound very possible. The only reason you can ever stack buildings with triggers is because when you destroy a building, the terrain the building occupied is marked as buildable, even if there is another building underneath (Starcraft does not expect this to be possible, of course). The only way to stack the sunken in your situation is to somehow mark the terrain is buildable so you don't get a unit unplaceable error. This doesn't seem very easy to do...
Report, edit, etc...Posted by Ihjel on 2007-01-09 at 01:53:19
You could have the map covered with Walkable Buildings(beacons or Disabled sprite units, lets use Missle Turret) and with some other buildings(lets say photon cannon) and hvae a 2x2 location named "What"

and with these triggers
Trigger
Conditions:
¤ always
Actions:
¤ Kill all Photon Cannons at Anywhere owned by Player X

Trigger
Players:
¤ Player with Pylon
Conditions:
¤ Player commands at least 1 pylon
Actions:
¤ Center Location "What" at pylon owned by Player at "anywhere"
¤ remove 1 Missle Turret owned by player X at "what"
¤ Create 1 Sunken at "what"

only problem is it would be very ugly tongue.gif
Report, edit, etc...Posted by SleepiB on 2007-01-09 at 01:57:37
can you even use triggers to place a sunken colony without creep?
Report, edit, etc...Posted by Marandule1 on 2007-01-09 at 03:22:01
i know exactly how
you can stack sunkens / turrets / photons any way like this

create a 2x2 or what ever size the building and create like 50 odd machineshop's untop of each on that space.

Condition : Player x bring's atleast 1 machine shop to 2x2
Action : kill 1 machine shop for player x at 2x2
action : create 1 sunken/photon/turret w/e for current player at 2x2
action : preserve trigger

hope i helped

ADDITION:
and yes you can stop the creep from moving around it by making the 2x2 spot as dirt or a very low terrain and make the rest of the terrain surrounding it as high terrain
Report, edit, etc...Posted by Ihjel on 2007-01-09 at 03:36:35
He want it to happen where ever he warps a pylon to, not at a specific point.
Report, edit, etc...Posted by scwizard on 2007-01-09 at 08:23:33
Yes, whenever I warp in a Pylon, it's for a defense map.

I see how things work. When you remove a building it's marked as buildable terrain. When you put the building back it gets marked as unbuildable again. That's why precarpeting with independent starports doesn't work.

QUOTE(Azg3r @ Jan 9 2007, 02:53 AM)
You could have the map covered with Walkable Buildings (beacons or Disabled sprite units)

Very interesting idea. I could have the whole thing coated with invisible beacons. That would certainly give my map a "healthy glow".

ADDITION:
OK, that beacon thing didn't work too well.

Well the point is I get how this whole trigger stacking thing works, and that's enough.
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