Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Someone know how to conig flag-beaconīs?
Someone know how to conig flag-beaconīs?
Oct 22 2008, 4:41 pm
By: NooBPooB
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Oct 22 2008, 4:41 pm NooBPooB Post #1



So dudeīs , iīve got a problem. I did make a new map and i loved it till i recognized the bug.
In my map , you have to bring a beacon to a place and then you get a unit. You know that you can teleport flag beacons wherever you want. The Problem is , that after a few minutes a flag appear on the beacon and i canīt move it anymore. if I create a new beacon with triggers it also got the flag. If i destroy the flag with triggers , the beacon is still unusable... all beacons which were created in the map got the flags after a few minutes...

Someone can help me or tell me how i can solve this gay problem? is it anyway possible to fix this problem?



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Oct 22 2008, 4:44 pm Devourer Post #2

Hello

So... after 5 or 10 minutes the COP [thats the beacon-teleport option] abillity it will be disabled
there is NO way to disable that... soo... you should search for an other system^^
hope that helps :)



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Oct 22 2008, 4:59 pm NooBPooB Post #3



That means my map is for the ASs..... thereīs really no way to enable the teleport option again...
I could cry now.... 10hours for nothing :(



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Oct 22 2008, 5:09 pm Devourer Post #4

Hello

attach the map, maybe i can create a system which can help you :)



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Oct 22 2008, 5:33 pm NooBPooB Post #5



I dont think so.... if the flag beacon doesnīt get to work... its senseless.... thereīs no other unit in starcraft which can teleport by itself. there are a lot of triggers on the flag beacon.... :(



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Oct 22 2008, 5:35 pm Devourer Post #6

Hello

Quote from NooBPooB
I dont think so.... if the flag beacon doesnīt get to work... its senseless.... thereīs no other unit in starcraft which can teleport by itself. there are a lot of triggers on the flag beacon.... :(

just give me a try... btw, maybe trick around with arbiter/recall ^^



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Oct 22 2008, 6:18 pm Oyen Post #7



Quote from NooBPooB
I dont think so.... if the flag beacon doesnīt get to work... its senseless.... thereīs no other unit in starcraft which can teleport by itself. there are a lot of triggers on the flag beacon.... :(

If your willing to cover your map with creep, you can try using nydus canals.



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Oct 22 2008, 6:20 pm Devourer Post #8

Hello

Quote from Oyen
Quote from NooBPooB
I dont think so.... if the flag beacon doesnīt get to work... its senseless.... thereīs no other unit in starcraft which can teleport by itself. there are a lot of triggers on the flag beacon.... :(

If your willing to cover your map with creep, you can try using nydus canals.

also a nice idea.... hum or an cloaked corsair / defiler and use swarm/web^^



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Oct 22 2008, 8:09 pm Madroc Post #9



As long as the places where you need to bring the flag beacon to are far enough apart (about a screen, I think?), you could use Scanner Sweep as the selection system. Just have a bunker with marines in it underneath an enemy observer. When the observer dies (the observer has thus been detected by the sweep), trigger the trigger and place another observer there when the scanner sweep wears off.



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Oct 22 2008, 8:31 pm Craftstar2 Post #10



Can't you just make a new beacon?...



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Oct 22 2008, 8:32 pm Madroc Post #11



Nonono making a new beacon won't work because after 3 minutes or whatever every beacon is flagged' and every new beacon created is flagged' and every beacon that could ever exist is flagged' forever



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Oct 22 2008, 8:57 pm NooBPooB Post #12



Just attached the map... you will see how it works... would be much work to change everything.... but nydus canal and arbiter recall could work...

Attachments:
Superdraft38.scx
Hits: 2 Size: 175.09kb



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Oct 22 2008, 10:52 pm Falkoner Post #13



Place the beacon as a disabled unit sprite, they don't spawn flags, except for the Protoss ones.

However, these can't be moved, ever, so maybe that's not the way you want to go. You can never move them after 10 minutes, it's just hardcoded into SC, there's no way to change it.



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Oct 23 2008, 11:19 am NooBPooB Post #14



Okay , Nydus canals could work instead of beacons.... can someone tell me if itīs possible to make creep on the map without creepers? I tried to disable them but then starcraf crashes... thx for help...



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Oct 23 2008, 1:42 pm JaBoK Post #15



Quote from NooBPooB
Okay , Nydus canals could work instead of beacons.... can someone tell me if itīs possible to make creep on the map without creepers? I tried to disable them but then starcraf crashes... thx for help...

Well, there isn't a way to do so without buildings, but if the plan was so that you would only have to select one area at a time with the system, then perhaps it would be okay just to cover some portions of the map with creep.



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Oct 23 2008, 2:48 pm Darkmapper Post #16



Quote from JaBoK
Quote from NooBPooB
Okay , Nydus canals could work instead of beacons.... can someone tell me if itīs possible to make creep on the map without creepers? I tried to disable them but then starcraf crashes... thx for help...

Well, there isn't a way to do so without buildings, but if the plan was so that you would only have to select one area at a time with the system, then perhaps it would be okay just to cover some portions of the map with creep.

no your wrong there is a map (from ahli) where you`ve got a scourge and everywhere you move it builds creep (bottom left is a spore colony that gets removed and replaced in a short time)



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Oct 23 2008, 2:55 pm Devourer Post #17

Hello

Quote from JaBoK
Quote from NooBPooB
Okay , Nydus canals could work instead of beacons.... can someone tell me if itīs possible to make creep on the map without creepers? I tried to disable them but then starcraf crashes... thx for help...

Well, there isn't a way to do so without buildings, but if the plan was so that you would only have to select one area at a time with the system, then perhaps it would be okay just to cover some portions of the map with creep.


just use that system

requires: 1 creeper
reruires: some up to many locations

make a 2x2 location at each "spot" where creep should appear and one location somewhere of the map, best: on an area where noone has units or can see it. that location is called X
the other ones att he map are called 1,2,3....
create 1 creeper colony @ X

trigger:

condition: always
action: move creeper from X to 1
action: move creeper from 1 to X
action: move creeper from X to 2
action: move creeper from 2 to X
action: move crepper from X to 3

and so on..
I tihnk you are wondering why always teleporting the creeper back to X...
simple answer:
it is NOT required, but if a ground unit stays on "2" the creeper colony will stuck @ "1"

little hint:
create in the map editor in the area where should be creep so many colonys till everything is creeped.... the first trigger should be: remove all creepers @ arena.... because if you let a creep "respawn" it'll go back more slowly up to never^^

this system requires hyper trigger;
if you don't know what these are:

players: all players
condition: always
action: comment [not reuired]
action: preverse trigger
action: wait 0 millisecounds
action: wait 0 millisecounds
action: wait 0 millisecounds
action: wait 0 millisecounds
and so on....

these will make the triggers and waits work more faster :)



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Oct 23 2008, 3:05 pm Madroc Post #18



Quote from Devourer
I tihnk you are wondering why always teleporting the creeper back to X...
simple answer:
it is NOT required, but if a ground unit stays on "2" the creeper colony will stuck @ "1"

To prevent exploits, you should teleport all men from the nydus canal exit to somewhere a couple squares away every time you move the creep.



None.

Oct 23 2008, 4:56 pm rockz Post #19

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from NooBPooB
So dudeīs , iīve got a problem. I did make a new map and i loved it till i recognized the bug.
In my map , you have to bring a beacon to a place and then you get a unit. You know that you can teleport flag beacons wherever you want. The Problem is , that after a few minutes a flag appear on the beacon and i canīt move it anymore. if I create a new beacon with triggers it also got the flag. If i destroy the flag with triggers , the beacon is still unusable... all beacons which were created in the map got the flags after a few minutes...

Someone can help me or tell me how i can solve this gay problem? is it anyway possible to fix this problem?
I realize that English isn't your first language, but I consider constructive criticism always a good thing.

Typically, commas don't have a space before them.

Apostrophes are only used to show possession or signify a contraction. For example: "Paul's car" and "can't". They should never be used to show pluralization. For example: "dude's" and "flag-beacon's" don't need any apostrophe to be considered correct.

When referring to oneself, the word "i" is always capitalized, even in a contraction.

You'll find that good grammar helps deliver your message more clearly, allowing people to deliver better answers.

All of the suggestions so far are good, however I think the best is a transport (shuttles are faster) where you unload a unit, which immediately gets sent back into the transport. Alternatively, you can have a fast flying unit with some sort of selection system (build an interceptor/scarab/unit) which places the beacon at the location under the flying unit.



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

Oct 23 2008, 6:03 pm Pigy_G Post #20



Just to clear it up I beleive the actual amount of time elapsed for the flag beacons to stop working is 10 minutes. Correct me if i'm wrong.

A lot of people were saying things like 3 and 5 minutes.



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