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Moose, T-warp, Suicidal Insanity, Voyager7456, O)FaRTy1billion[MM]

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Joined: May 2 2010, 12:30 am
Last Active: Apr 6 2018, 3:16 am
Status: Offline
Display Name: Pauper

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Activity: 193
Posts: 107
Posts Per Day: 0.03
Topics: 15
Minerals: 330

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E-Mail: Lewl coming soon // No spambots

Battle.net
Starcraft I: Bitz (US-West)
Starcraft II: Not Given.


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Alias: Oo.Pauper.oO - Mp)Madness - Bitz - p00pyjoel
[09:34 am]
UEDCommander -- It's not actually there
[09:34 am]
UEDCommander -- I imgoled that turret
[07:53 am]
IlyaSnopchenko -- Well UEDCommander made a sub-race which has a turret made out of an unused building, and it does work. Not sure how you would (or if you could) add attack functionality to a regular building tho
[06:42 am]
Pr0nogo -- messing with turrets is probably not possible with scr since you'd need to hook a lot of memory addresses with gptp or some other plugin
[06:41 am]
Pr0nogo -- if there is in fact hardcode
[06:41 am]
Pr0nogo -- presumably any building can work like this but i'm not familiar with the hardcode
[06:41 am]
Pr0nogo -- IlyaSnopchenko
IlyaSnopchenko shouted: Pr0nogo but you would need to specify a turret's behaviour and orders for these buildings
no, you would need to make an attacking building work without a turret (i.e. spore colony, sunken colony, photon cannon)
[06:30 am]
IlyaSnopchenko -- That got me thinking... Can one add a subunit/turret to a building?
[06:29 am]
IlyaSnopchenko -- Right???
[06:29 am]
IlyaSnopchenko -- Pr0nogo
Pr0nogo shouted: pretty sure the process is different for what was being asked, as you are expressly not creating a turret
but you would need to specify a turret's behaviour and orders for these buildings
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