I looked through the Wiki, but I couldn't find how to track between a Lifted and an Unlifted building. Cause when something lands I want it to start the rest of the spell, but I don't want it to happen if its still in the air.
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Double click on your location, And remove the on "Affects Layers :" To only ground, Then something like this :
Player 1Bring("Current Player", "Terran Barracks", "Spell Zone", At least, 1); Comment("Spell Here");
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Ty, and what if the Lifted building doesn't appear?
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An artist's depiction of an Extended Unit Death
If the building lands in the location, the trigger above
will fire.
If the building is in the air in the location, the trigger above
won't fire
If there is no building in the location, the trigger above
won't fire.
Not sure if this is what you were asking.
Post has been edited 1 time(s), last time on Jun 25 2011, 3:54 am by Roy.
I got the landing part and the affected layers. Now Im having a problem even spawning the CC above the unit.
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I got the landing part and the affected layers. Now Im having a problem even spawning the CC above the unit.
If your trying to spawn a building already lifted, Use the Trigger Action : Create Unit with Properties, And set the Lifted Flag
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I did. But the unit won't even spawn.
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An artist's depiction of an Extended Unit Death
This may sound silly, but you need to create the Command Center on valid terrain. Create it in a corner or something and move it.
The problem is that it makes the command center first, and then applies the lifted property.
This may sound silly, but you need to create the Command Center on valid terrain. Create it in a corner or something and move it.
The problem is that it makes the command center first, and then applies the lifted property.
Yeah sorry about that, I've never really had to do anything with spawning buildings/using lifted tags.
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Oh wow.....Well thats Kinda annoying..
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Oh wow.....Well thats Kinda annoying..
If you want to not have to let the player see the CC before hand, You can spawn it for an AI and make it lift, and give it invisibility tags if it has the chance of dying where it is, And then when you move it or "Spawn it" for the player, you can change its player and remove the invisibility if needed.
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Nevermind that, it gos way too quick for anyone to even see that the CC was spawned somewhere else.
Edit: Ok Ty
Post has been edited 1 time(s), last time on Jun 25 2011, 7:33 am by Roy. Reason: Don't double-post
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