so i'm making an SF map and i want every player's barracks to merely light up, as if making a unit, but instead of letting it make a unit (marine, firebat, ghost, or medic)... i create a civilian next to the barracks in a 1-by-1 location after the barracks finishes 'lighting up'.
this will create the illusion of the barracks making the civilian.
do i need to make this illusion, or can i modify a barracks to actually create a non-marin-firebat-ghost-medic unit? if i can, well, i'll need help creating a trigger that has each barracks auto-create the civilian.
actually now that i mention it... i would rather have the barracks create the civilian, and then have the civilian auto-move to the 1-by-1 location originally created to spawn a civilian.
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You can make it so that when the barracks creates a marine, firebat, ghost, or medic, it centers the location on the unit that it created, removes the original unit, and creates a civilian to replace it. To make it simpler, just make it so that the barracks can only create marines.
Yeah, replace the units with civilians. You cannot edit the techtree.
?????
Of course, a problem is that there is no way to send the barracks the order to build, so getting it to start lighting up originally may be a problem.
None.
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
Of course, a problem is that there is no way to send the barracks the order to build, so getting it to start lighting up originally may be a problem.
A terran melee ai should do it since marines are the first things it will build.
Of course, a problem is that there is no way to send the barracks the order to build, so getting it to start lighting up originally may be a problem.
A terran melee ai should do it since marines are the first things it will build.
Or you could make a custom ai script
Just making a marine is an easy Ai script to make too
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Of course, a problem is that there is no way to send the barracks the order to build, so getting it to start lighting up originally may be a problem.
Without TrigPlug, that is.
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You could always make the build time like, forever. I don't know the maximum build time. I just like to give the more simplifier answers
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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
You could always make the build time like, forever. I don't know the maximum build time. I just like to give the more simplifier answers
Captain obvious to the rescue, huh? The question was how to light it up not how to prolong that phase.
Fine, then just remove it at a certain amount of time, and replace it with a another barracks, and use an AI script to create a marine.
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Fine, then just remove it at a certain amount of time, and replace it with a another barracks, and use an AI script to create a marine.
there is no script to cancel the creation of a marine?
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no, no, no. You make the build time a long time, and then give comp an AI script to build a marine. Then, after a certain amount of time, you remove the barracks, create a new barracks, and give the script again. Like I said, its just a more similar approach
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there isn't an AI script to cancel marines... but there is one to create marines!?
aren't they two sides of the same coin?
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there isn't an AI script to cancel marines... but there is one to create marines!?
aren't they two sides of the same coin?
There's no AI script purposely made to create marines. But some AI scripts might do the trick if used correctly (even when they were meant to do other stuff).
?????
AI Script to create Marines.
Custom Triggers to kill Marines.
And then all of those, center, remove, create triggers for the civilian.
None.
Of course, a problem is that there is no way to send the barracks the order to build, so getting it to start lighting up originally may be a problem.
A terran melee ai should do it since marines are the first things it will build.
Or you could make a custom ai script
Just making a marine is an easy Ai script to make too
I think he wants to play it over b.net.
Does moving a building cancel what it's making? If so, then yeah you have a way to cancel a marine by moving to somewhere remote and then moving it back.
If not, simply have a barracks off to the side thats making a marine that takes
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99999999999999
time to make. The way you could get it to start building is to have the game not start until the player creates the marine (which can be detected by mineral loss). Then just move the current barracks to a remote location and move the one making a marine to that barracks' location. Then once several seconds go by, make the other barracks come back and create a civilian as well.
Post has been edited 1 time(s), last time on Sep 19 2008, 9:37 pm by madroc.
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You can also just give it to another player then back, I know for a fact that that cancels building
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