Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cocoons/Eggs, Spider Mines
Cocoons/Eggs, Spider Mines
Dec 21 2007, 8:57 am
By: Impeached  

Dec 21 2007, 8:57 am Impeached Post #1



I placed some cocoons/eggs in SCMDraft with the intent of having the user to cancel them, but now that isn't working. I press cancel, nothing.


Also, how can I keep spider mines from 'burrowing'?



None.

Dec 21 2007, 9:35 am ejac1337 Post #2



You can't cancel eggs when they're preplaced.

I don't know about spidermines, it kind of depends what you want their function to be.



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Dec 21 2007, 10:26 am E-ffect Post #3



if u want spider mines to not burrow just change them to player 12



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Dec 21 2007, 11:53 am Roy Post #4

An artist's depiction of an Extended Unit Death

Preplaced cocoons and eggs cannot be canceled. Besides, if you canceled a cocoon or a lurker egg, you'd get the hydra/mutalisk back; do you want that to happen? If so, you can easily make triggers as to when you want the cocoon/egg to die and create a unit where it used to be. You'll need to use a different player-activation condition for this problem...

As for spider mines, you can give them to any neutral player (A player you chose to be neutral or player 12) to prevent them from burrowing. Another fact about this is that if you give the neutral spider mines to a non-neutral player (Probably a computer player), the mines will burrow. So, basically you can choose when they stay unburrowed and when they burrow. Unfortunately, I don't think there's a way to make the spider mines unburrow and stay standing...

Sorry for lengthy answers...

1. Can't cancel pre-placed cocoons/eggs

2. Give spider mines to a neutral player


You know what I just did? I ignored the two other posts and restated what they said and added some information. It seems like everyone does that on this site...




Dec 21 2007, 3:20 pm Impeached Post #5



Quote from wHiZZ
if u want spider mines to not burrow just change them to player 12

Quote from Roy
2. Give spider mines to a neutral player
They already are for player 12. =/

And player 12's race is the usual, neutral + inactive.



As to the eggs..I now made a trigger to place them, but to no avail. Are they unplacable with triggers?

Post has been edited 1 time(s), last time on Dec 21 2007, 3:39 pm by Impeached.



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Dec 21 2007, 3:31 pm Impeached Post #6



Read the above. Mod delete these extras please =/



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Dec 21 2007, 6:25 pm NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Impeached
They already are for player 12. =/

And player 12's race is the usual, neutral + inactive.



As to the eggs..I now made a trigger to place them, but to no avail. Are they unplacable with triggers?
Mines are not P12 by default. They are owned by the player that owned the vulture laying them or by the player whom you created them for.

Eggs cannot be created by triggers.




Dec 21 2007, 7:21 pm Impeached Post #8



I placed the mines in the editor, for player 12.



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Dec 21 2007, 8:11 pm Vi3t-X Post #9



Im not completely sure on this, but some guy a while ago showed me to use a certain AI script to make units transform. Try messing with the scripts and see if it morphs into an egg, then give it to the human player>



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