Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Anti Powerup Pickup
Anti Powerup Pickup
Jun 6 2008, 10:07 pm
By: jandii  

Jun 6 2008, 10:07 pm jandii Post #1



Is there a way to stop both enemy and friendly peons picking up powerups? In my map, they enemy can inadvertently pickup a powerup on the way around the path, and then when they die, the powerup creates a block in the path... annoying :P

Any ways around this?



None.

Jun 6 2008, 10:09 pm O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

You could disable them.



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Jun 6 2008, 10:12 pm Falkoner Post #3



If you place it as a disabled sprite, they cannot pick it up, but they can also walk through it, disabling them disallows picking them up, and ordering them to Junk Yard Dog also stops them from being pickupable.



None.

Jun 6 2008, 10:14 pm NudeRaider Post #4

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

There are only workarounds unfortunately:

Put the powerups where the peons cant get to. e.g. block with P12 dts or water.
Or constantly remove all powerups that are in the path. You'd probably need numerous locations to cover the path.
Or use powerup sprites and create the path boundaries through other means, e.g. P12 dts.
Or use non-powerups which cannot get picked up. e.g. mineral patches




Jun 6 2008, 10:16 pm jandii Post #5



Ahh I thought disabling still allowed pickup, my bad. Disabling also causes them to be invisible to other players (without vision), correct?

But wait, running Junk Yard Dog on them also stop them being picked up!? or is that just for sprites?

I need to be able to place the powers via triggers, so I think that rules out sprites (I must admit, I've never really touched them, so I could be wrong).



None.

Jun 6 2008, 10:17 pm Falkoner Post #6



Lol, Nude, it's easy to make them non-pickupable.

Also, I just tested, and disabling them via triggers makes them non-selectable, so that leaves my favorite method: Ordering to Junk Yard Dog. It works on normal units, and no, I don't believe they become invisible.. Maybe if you detect them?



None.

Jun 6 2008, 10:19 pm jandii Post #7



Fastest solving ever :O ... thanks guys!



None.

Jun 6 2008, 10:20 pm Falkoner Post #8



Oh, also, I just tested it, and you are right, they do cloak, but only if they are detected. They are also selectable while you are detecting them.



None.

Jun 7 2008, 2:04 am Vrael Post #9



Does this work on all powerups?



None.

Jun 7 2008, 2:38 am O)FaRTy1billion[MM] Post #10

👻 👾 👽 💪

Anything that does something to one powerup should do it to all of them.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jun 7 2008, 3:30 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

should, but the same does not go for addons.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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