Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: problem getting floor guns to disable
problem getting floor guns to disable
Oct 14 2008, 3:31 am
By: Fenix~  

Oct 14 2008, 3:31 am Fenix~ Post #1



i have for all palyers: always > trap 1 is set

for player 7: trap 1 is set > disable doodad state for all floor gun owned by player 7 at location 1


location 1 is covering the floor gun traps, but when the game starts they still attack.
I also placed the floor gun traps as units for player 7 if that matters.

how do i get them to remain idle and not attack untill i enable the doodad state for them ?



None.

Oct 14 2008, 6:18 am Riney Post #2

Thigh high affectionado

They arent doodads, they're units. You're going to have to give them to a neutral player, and return control to the hostile one once something enters the location or w/e.

[Conditions]
Force 1 brings exactly 0 units to location Gun Trap Trap LuLz
Player 8 Brings at least 1 floor guntrap to Location Gun Trap Trap LuLz
[Actions]
Give All Floor guntraps owned by player 8 to player 9
Preserve Trigger

Then to give back,

[Contitions]
Force 1 brings at least 1 unit to location Gun Trap Trap LuLz
Player 8 brings exactly 0 Floor guntraps to Gun Trap Trap LuLz
[Actions]
Give all Floor guntraps owned by player 9 to player 8
Preserve Trigger



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Oct 14 2008, 6:21 am Vi3t-X Post #3



Player X commands X units at location Y, give all floor trap belonging to Player Z to Player 12
Player X commands Q units at location Y, give all floor trap belonging to Player 12 to Player Z.
Edit: Damn your typing.



None.

Oct 14 2008, 9:04 am 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

You can't disable them all at once. The disable doodad state action was designed for doors, so it only works for 1 doodad, no matter how many of them there are in the location. You have to cycle through them by disabling one, giving it to another player, disabling the next etc. until all have been disabled. Then you give them all back to the orginal player.




Oct 14 2008, 9:45 am Riney Post #5

Thigh high affectionado

Wouldnt disabling and reenabling them cause the map to crash eventually though?



.riney on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

Sure I didn't pop off on SCBW like I wanted to, but I won VRChat. Map maker for life.

Oct 14 2008, 1:44 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

not units which were designed to be disabled/enabled.



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

Oct 14 2008, 4:11 pm Falkoner Post #7



Floor Gun traps disable and enable just fine, as Nude said, you need to do it to each individually, they're set up so that if you disable them they don't attack, and if enabled they attack. Floor hatches might be the ones you guys are thinking about, as they get the funny glitches where if you detect them when disabled, they become cloaked, since they weren't properly set up.



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