Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Problem With Floor Gun Traps
[SOLVED] Problem With Floor Gun Traps
Jun 21 2011, 7:57 pm
By: IAGG  

Jun 21 2011, 7:57 pm IAGG Post #1



Ok well what im doing is starting the map with a floor gun trap already placed and assaigned to player 1. Then when i initiate the trigger, The floor gun trap is supposed to move to the location i centered over myself (When on valid terrain). Obviously it is not working for me. I double checked my move unit triggers and they seemed good. Also, when i start the game, i notice that i cant see the trap on the mini map but i still control it??? Any ideas on how to fix this?



None.

Jun 21 2011, 8:01 pm TiKels Post #2



You can't see traps on the minimap regardless, it's not a glitch.

Traps (the units, NOT DOODADS afaik) can only be moved with recall via arbiter.

Afaik doodads cannot be moved at all.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Jun 21 2011, 8:04 pm IAGG Post #3



Is there a way to have the arb recall it to a point where the arb isnt? i would like to use that way as long as u dont notice an arb at that location if thats possible



None.

Jun 21 2011, 8:08 pm 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

no




Jun 21 2011, 9:44 pm Lanthanide Post #5



Arb recall moves units from the destination, to the Arb. However the recall animation itself only matters for the first part. Eg, when the vortex appears at the destination, there's a small delay before the units are transported to the arb. The instant the units arrive at the arb location, you can remove the arb - the recall animation at the destination will continue to play, but it is harmless and removing the arb at that point doesn't affect anything.

The timing for all of this is 14 DCs on fastest. Here's the old wiki page on recall (which I re-wrote, you can see the old one below): http://www.staredit.net/?p=oldwiki&s=94

Post has been edited 1 time(s), last time on Jun 21 2011, 9:55 pm by Lanthanide.



None.

Jun 22 2011, 1:23 pm NudeRaider Post #6

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

Quote from Lanthanide
The timing for all of this is 14 DCs on fastest.
Does that mean it's counted in real time, like waits? Or is it independent of game speed, like death counters?




Jun 22 2011, 10:52 pm Lanthanide Post #7



Like any other animations and effects in the game, I expect it will scale with game time. It just works out to 14 DC on fastest. I guess it would be 14 DC on whatever game speed you're running, but slower game speeds = longer real-time speeds.



None.

Jun 24 2011, 1:19 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

28 frames. Too bad we can't cloak arbiters...



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

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