I have a map that the players have a "base" that consists of two turrets and a flag. The turrets are vision placers for each team, but aren't used for anything else. So I was wondering if there was a way to make them un-selectable to where they can't interfere with anything.
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No can do, not if they're for detection. If you just need vision, then map revealers would do.
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If you've got free player slots, you could just give the turrets to a computer player and then have the human player share vision with it.
Quote from name:Dem0nS1ayer
If you've got free player slots, you could just give the turrets to a computer player and then have the human player share vision with it.
How would that keep them from selecting it?
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True, but I was under the impression that he just didn't want the players to be in control of the turrets. If you give them to another player, all they can do is click on it, and nothing else. ;o But maybe he doesn't want you to be able to click on it at all. In that case, I don't know.
Have a trigger that gives the turrets owned by the player to some other player and back again right away. (two consecutive actions) This will deselect the turrets every trigger cycle.
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
I'd try using sprites or unit sprites.
An artist's depiction of an Extended Unit Death
Is there a reason you cannot use Map Revealers instead of turrets?
I suppose you could cover the missile turret with a doodad sprite and apply Moose's method.
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Let me show you how to hump without making love.
Disabling will not do jack if you want players to have it's vision, ordering it to move to an unacceptable position will only make it glitch out when a target leave's the attack range, etc. Using a turret sprite will only lead to crashing.
I am pretty sure what he wants is it's ability to detect or at least it's sight, which means he will have to either:
1. Have it owned by an allied player that has the enemies as allies.
2. Use an alternative detector (ex. an Overlord), give the turret to a neutral player and have the alternative detector removed when the turret is destroyed.
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The turrets are vision placers for each team, but aren't used for anything else.
Use map revealers.
He may mean vision as in revealing cloaked units, which map revealers won't do. Also with moose's method there may be intermittent flickers where the vision turns off for a split second. I know this happens when you create/remove a unit, but I'm not sure about give/give back.
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The turrets are vision placers for each team, but aren't used for anything else.
Use map revealers.
He may mean vision as in revealing cloaked units, which map revealers won't do. Also with moose's method there may be intermittent flickers where the vision turns off for a split second. I know this happens when you create/remove a unit, but I'm not sure about give/give back.
Solution: use EUDs to detect when the turret is selected and execute the give trigger:
Conditions:
Memory(161889, Exactly, 5885096);
Actions:
Give Units To Player("Player 8", "Player 7", "Terran Missile Turret", 1, "Location 0");
Give Units To Player("Player 7", "Player 8", "Terran Missile Turret", 1, "Location 0");
Preserve Trigger();
Post has been edited 1 time(s), last time on Jun 12 2012, 5:36 am by Sacrieur.
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The turrets are vision placers for each team, but aren't used for anything else.
Use map revealers.
He may mean vision as in revealing cloaked units, which map revealers won't do. Also with moose's method there may be intermittent flickers where the vision turns off for a split second. I know this happens when you create/remove a unit, but I'm not sure about give/give back.
Yes you're correct, but from what i gather he didnt mention anything about a need for detection.
Anyways, with Moose's method there wont be any flickers as the next trigger cycle will have given the unit back again before the delay from vision to no vision has expired. I personally would advise against this method though as having too many triggers constantly being activated on every trigger cycle can cause the game to lag.
If Detection is NEEDEDIf detection is needed i would propose he uses a pair of invincible observers that have triggers to make them remain in place if they suddenly get moved from their original location. These should be owned by a computer player to ensure that human players dont have control over them and any players who need detection should be allied to this computer player. These units would not be visible to enemies so the only players who will be able to "Click" on the units would be players allied.
If Detection is NOT NEEDEDUse map revealers.
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Anyways, with Moose's method there wont be any flickers as the next trigger cycle will have given the unit back again before the delay from vision to no vision has expired.
Did you test this out yourself? When you create/remove a unit like so:
Conditions:
Always
Actions:
Create 1 Zerg Scourge at Vision for Player 1
Remove 1 Zerg Scourge at Vision for Player 1
preserve trigger
The scourge is created and removed within the same trigger cycle like Moose's method, but the vision flickers. I haven't tested it with give actions instead of create/remove actions though. You may be right, but I don't accept your explanation of your justification for why it won't flicker.
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Yes i'm speaking from experience.
Order of sequence is important for this. Also 2 triggers are needed, not just 1. And of course hyper triggers.
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An artist's depiction of an Extended Unit Death
Also 2 triggers are needed, not just 1.
No. Give/Give can be done in one trigger. Splitting it into two triggers gains you virtually nothing unless the conditions vary (which they shouldn't in this case).
Alright, sorry I let this go so long without replying.
The turrets are vital to the experience of the game play. They have been there for ~10 years now, and if I were to remove them the community would freak xD
I guess I should start by saying this is for Snipers Bald Locks, if you've ever played you know the turret situation.
I will test out the EUD situation, but I could see this being problematic and becoming annoying.
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Alright, sorry I let this go so long without replying.
The turrets are vital to the experience of the game play. They have been there for ~10 years now, and if I were to remove them the community would freak xD
I guess I should start by saying this is for Snipers Bald Locks, if you've ever played you know the turret situation.
I will test out the EUD situation, but I could see this being problematic and becoming annoying.
A few things. That trigger is written for index ID #0 and player 1.
I highly suggest you read
http://www.staredit.net/topic/14226/ to understand what's going on.
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Also 2 triggers are needed, not just 1.
No. Give/Give can be done in one trigger. Splitting it into two triggers gains you virtually nothing unless the conditions vary (which they shouldn't in this case).
I can also speak from experience that yes 2 triggers are needed. Try making it in 1 trigger and tell me how that turns out for you
Anyways, i'll attach proof seeing as everyone always disregards my knowledge on these forums. Both kill/create and give/give are on this proof and both function perfect without flicker. The turret vision takes a couple seconds before it activates at the game start.
Attachments:
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