Just tried it with
powered Photons. It worked.
Once.
When I extended the system to cover the rest of the spawns (rather than just the one I was testing), it stopped functioning. Here are the triggers I tried (not all at the same time).
Trigger("Player 7"){
Conditions:
Always();
Actions:
Comment("CLOAK TEST");
Give Units to Player("Player 7", "Player 6", "Protoss Photon Cannon", All, "Anywhere");
Give Units to Player("Player 7", "Player 6", "Protoss Pylon", All, "Anywhere");
Set Doodad State("Player 6", "Protoss Photon Cannon", "Anywhere", disabled);
Remove Unit("Player 6", "Protoss Pylon");
Give Units to Player("Player 6", "Player 1", "Protoss Photon Cannon", All, "Anywhere");
Wait(5000);
Give Units to Player("Survivors", "Player 6", "Protoss Photon Cannon", All, "Anywhere");
}
Trigger("Player 7"){
Conditions:
Always();
Actions:
Comment("CLOAK TEST");
Set Doodad State("Player 7", "Protoss Photon Cannon", "Anywhere", disabled);
Remove Unit("Player 7", "Protoss Pylon");
Give Units to Player("Player 7", "Player 1", "Protoss Photon Cannon", All, "Anywhere");
Wait(5000);
Give Units to Player("Survivors", "Player 7", "Protoss Photon Cannon", All, "Anywhere");
}
Trigger("Player 7"){
Conditions:
Always();
Actions:
Comment("CLOAK TEST");
Set Doodad State("Player 7", "Protoss Photon Cannon", "Anywhere", disabled);
Give Units to Player("Player 7", "Player 1", "Protoss Photon Cannon", All, "Anywhere");
Wait(5000);
Remove Unit("Player 7", "Protoss Pylon");
Give Units to Player("Survivors", "Player 7", "Protoss Photon Cannon", All, "Anywhere");
}
And a few other random tweaks that I forget. ("Survivors", BTW, is Force 1.)
EDIT: I'm reluctant to use the Nuke Silo just because the additional CCs would create clutter when viewed in the editor. That, and they would be more noticeable on the minimap. (And apparently, the glitch doesn't work unless they're visible -- and it takes 5 seconds to become visible, 5 more for fog of war to set in.) That, and I'm not sure if the cloak would persist after the CC is removed.
Post has been edited 1 time(s), last time on Dec 26 2009, 1:24 am by DavidJCobb. Reason: Why not CC.
None.