Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Giving Building Addons?
[SOLVED] Giving Building Addons?
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Nov 23 2011, 6:55 am
By: IcY  

Nov 23 2011, 6:55 am IcY Post #1

Cruisin' on that LSD

How could you by trigger add a terran nuclear silo for a human player to the map? it can be pre-placed and given from a player unseen if necessary.




Nov 23 2011, 5:17 pm jjf28 Post #2

Cartography Artisan

I'm quite sure you have to pre-place for the correct player then move them into position later

you could pre-place in the fog



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Nov 23 2011, 5:45 pm Roy Post #3

An artist's depiction of an Extended Unit Death

Add-ons are a bit quirky, and some information on them can be found at the wiki page.

Quote
Terran Add-ons cannot be given normally. You must instead give the building they are attached to; the Add-on will also be given.
So if you plan on giving the add-on, you'll have to make the corresponding building connect to it.




Nov 23 2011, 8:36 pm Lanthanide Post #4



It depends on what you're trying to do, and how many silo's you're dealing with.

All silos created by triggers will be created with ownership of Neutral. If the player has a command center in a certain fixed location, you can create the silo add-on next to the CC and it'll automatically connect and transfer ownership to that player, or vice-versa create a CC next to a neutral add-on and transfer ownership to the CC's player.

The only way to get an un-attached add-on owned by a particular non-Neutral player is to pre-place it on the map for that player. This means it'll have vision for that player the entire game, so if you hide it in a corner of the map, they'll have vision to it. They would also have access to build nukes, unless it's possible to use Disable Doodad State on it to make it inactive (may work - most terran buildings work) and Enable Doodad State when you want to make it available again.

An interesting thing that can also be done with add-ons, which is probably not useful in your case (or most cases), is that you can pre-place them in Scmdraft connected to a building, and then move the add-on somewhere else on the map. The add-on will continue to display the "connected" graphic and belong to that player, and the host building will act as if it has that addon (cannot build a new one). Upon lifting off the host building, the add-on will go back to being unconnected and will be automatically given to Neutral, and the only way to hook the host building back up will be to land it next to the add-on. The way to do this is to place the host building and the add-on together in scmdraft so the green connection line appears. Then select the add-on and use Shift + Arrow keys to move it away from the host building (Control + Arrows moves 1 pixel at a time). The green connection line will get longer and longer between the add-on, but will stay connected until you delete one of the buildings.



None.

Nov 24 2011, 4:12 pm zzt Post #5



If you create a building (using triggers) next to its corresponding add-on, the building and the add-on will be connected to each other. Strangely, this works even if the building was created with 'lifted' applied. When this happens, pretty weird things happen along.

I'll give you a sample map. Moving the SCV to the first beacon will cause triggers to create a command center, and moving the SCV to the second beacon will cause triggers to give the command center to player 2.

Attachments:
Glitch.scx
Hits: 7 Size: 35.22kb



None.

Nov 25 2011, 5:58 am Lanthanide Post #6



Just tried the map, very interesting.

I edited it a bit to play around some more. While the CC is lifted, you can give it, kill it with triggers or kill it with units, and the add-on will stay owned by the original player and 'attached' so you can use the scanner sweep.

After you land the CC (anywhere), when it is given the add-on will be given with it and remain attached for the new player (looking at the graphics). When the CC is landed and destroyed, the add-on will become unattached.

So using this method I guess it would be possible to create a stand-alone add-on that has no owner (create add-on, create main building lifted-off, then kill it), although realistically you're going to need to use either 2 locations per CC + addon or anchor units that you can use to center locations on them, and you can't pack the add-ons any closer together than the normal density allowed through normal construction.



None.

Nov 25 2011, 8:56 am O)FaRTy1billion[MM] Post #7

👻 👾 👽 💪

Really the only useful addons to be tucked away are covert ops and physics lab ... comsat and nuke silo have to be available to be selected, and the others have to be attached to the factory (which is still tricky with this since the player would have to land the building if it were to be far from the addon). I thought about mobile grids, but I'm lazy.

Also the attached map still may not be practical, but you can stack the buildings through pre-placed buildings for more tidiness.

(Also the terrain was just me having fun ... :P Some tiles work opposite of what you would expect)

Attachments:
addons.scm
Hits: 5 Size: 21kb



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Dec 1 2011, 11:02 pm IcY Post #8

Cruisin' on that LSD

Thanks all! Very helpful information here! I did not know there were so many options!




Dec 2 2011, 12:07 am Lanthanide Post #9



Neither did I :)



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