Staredit Network > Profile-Scene > ScOULaris > basic
Profile for ScOULaris
Options
Send me a Message
Find my Posts
Find my Topics
Send me Minerals

Last visitors
Oh_Man, Ultraviolet, iEatwe, Generalpie, Azrael

Account Information
Joined: Nov 18 2013, 11:07 pm
Last Active: Aug 23 2018, 1:20 am
Status: Offline
Display Name: ScOULaris

Statistics
Activity: 399
Posts: 85
Posts Per Day: 0.04
Topics: 4
Minerals: 133

Contact Information
E-Mail: Lewl coming soon // No spambots

Battle.net
Starcraft I: Not Given.
Starcraft II: Not Given.


Signature
None.
[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
Please log in to shout.


Members Online: Roy, 6gabriellac9422hp6, jun3hong