Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Preventing Terran Building lift
Preventing Terran Building lift
Dec 3 2009, 7:45 pm
By: ImagoDeo  

Dec 3 2009, 7:45 pm ImagoDeo Post #1



I've come to a dilemma. One of the main structures in my game that is attackable is also liftable. It's an Infested Command Center. I need to prevent players from moving it and preferably from lifting it, too. However, any method that does this must keep the hitpoints constant. I see no way to achieve both goals.

Any help would be greatly appreciated. :><:



None.

Dec 3 2009, 7:47 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

If you disable it, it's not liftable it crashes. Use a different building.

Disabled buildings can't lift off. The problem is that many crash when disabled.

Post has been edited 1 time(s), last time on Dec 3 2009, 10:52 pm by rockz.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 3 2009, 7:48 pm Jack Post #3

>be faceless void >mfw I have no face

Make it that the screen centers on the CC at the start, then spam the message IF YOU LIFT THESE YOU LOSE!
Then make a ground location. If Px brings 0 CC to the loc, end scenario in defeat for Px.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Dec 3 2009, 7:51 pm ImagoDeo Post #4



Rockz - Will it still be attackable? It's a central structure with 50,000 hitpoints. If it dies, the zone is lost to the control of whichever player owns it. Therefore, it needs to be attackable.

Zany - That's rather harsh. Plus, the ICC isn't in the hands of any player at the start of the game. It belongs to neutral.



None.

Dec 3 2009, 7:56 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from ImagoDeo
Rockz - Will it still be attackable? It's a central structure with 50,000 hitpoints. If it dies, the zone is lost to the control of whichever player owns it. Therefore, it needs to be attackable.

Zany - That's rather harsh. Plus, the ICC isn't in the hands of any player at the start of the game. It belongs to neutral.
I think it might be cloaked, which means you'll have to give vision.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 3 2009, 8:42 pm Kenoli Post #6



Might as well just blow it up if they lift it. Players are pretty used to not being able to lift buildings in certain maps.



None.

Dec 3 2009, 10:10 pm ClansAreForGays Post #7



Quote from rockz
If you disable it, it's not liftable. Use a different building.
How exactly do you do this? I put a location over it, and used the set doodad state trigger to disable it. Nothing happens.
Also, creating it as a disabled sprite doesn't make it anything more than a sprite image.

nvm, my location was air only

Post has been edited 1 time(s), last time on Dec 4 2009, 8:17 am by ClansAreForGays. Reason: nvm




Dec 3 2009, 10:50 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Infested command center crashes when you disable it. You can disable an engineering bay, barracks, factory, and probably a few others. When disabled, they will cloak and be unable to liftoff.
Code
Trigger("Player 1"){
Conditions:
    Always();

Actions:
    Set Doodad State("Current Player", "Terran Engineering Bay", "Anywhere", disabled);
    Set Doodad State("Current Player", "Infested Command Center", "Anywhere", disabled);
}

//-----------------------------------------------------------------//

this was my code to test it out.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 3 2009, 11:10 pm ImagoDeo Post #9



Quote from Kenoli
Might as well just blow it up if they lift it. Players are pretty used to not being able to lift buildings in certain maps.

That solution doesn't fit with my intended gameplay.

At this point, I think I'm going to use a different structure, one that cannot lift. It's a bit of a shame, because not many other structures look like an ivy-covered monastery...



None.

Dec 3 2009, 11:48 pm rockz Post #10

ᴄʜᴇᴇsᴇ ɪᴛ!


I respectfully disagree.

Please note, this is a protoss nexus owned by player 1 behind an infested cc sprite preplaced for player 1. You can preplace it for player 9-12 as well if you want a particular color, or as a computer if you want a non green/tan/yellow/cyan color.

If you just use shields, that means everything does full damage to it, and the "armor" is upgradeable, and regenerates at almost twice the speed of an infested CC. The infested CC is completely animated as well, just not selectable.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Dec 3 2009, 11:53 pm ImagoDeo Post #11



If the sprite never disappears, then I still have a problem here, the reason being that I want this structure to be destroyable.

At this point, I'm simply going to use a different structure. Thanks anyway.



None.

Dec 4 2009, 5:41 am Kimaru Post #12



How about going off of rockz's idea with the infested cc on top of the nexus, but instead of the infested cc being a sprite, have it an actual building but owned by players 9-11. Have all players ally players 9-11 (or whichever one you choose). If you use hyper triggers to ally, you can prevent players from being asses and attacking the infested cc, or better yet, constantly set its HP to full. Then whenever the nexus dies, use a trigger to kill the infested cc. It's a really "artificial" solution, but there's really not a lot of fixes for these kinds of things.



None.

Dec 4 2009, 8:16 am ClansAreForGays Post #13



Quote from ClansAreForGays
Quote from rockz
If you disable it, it's not liftable. Use a different building.
How exactly do you do this? I put a location over it, and used the set doodad state trigger to disable it. Nothing happens.
Also, creating it as a disabled sprite doesn't make it anything more than a sprite image.
Scratch this. The location was air only.

EDIT:
GAH! Disabled CC = instant crash.

Post has been edited 1 time(s), last time on Dec 4 2009, 11:51 am by NudeRaider. Reason: merged posts




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