Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Tracking
[SOLVED] Tracking
Jun 25 2011, 3:29 am
By: ScaleMatrix  

Jun 25 2011, 3:29 am ScaleMatrix Post #1



I looked through the Wiki, but I couldn't find how to track between a Lifted and an Unlifted building. Cause when something lands I want it to start the rest of the spell, but I don't want it to happen if its still in the air.



None.

Jun 25 2011, 3:32 am Psynergy Post #2



Double click on your location, And remove the on "Affects Layers :" To only ground, Then something like this :

Trigger
Players
  • Player 1
  • Conditions
  • Bring("Current Player", "Terran Barracks", "Spell Zone", At least, 1);
  • Actions
  • Comment("Spell Here");




  • None.

    Jun 25 2011, 3:47 am ScaleMatrix Post #3



    Ty, and what if the Lifted building doesn't appear?



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    Jun 25 2011, 3:49 am Roy Post #4

    An artist's depiction of an Extended Unit Death

    If the building lands in the location, the trigger above will fire.
    If the building is in the air in the location, the trigger above won't fire
    If there is no building in the location, the trigger above won't fire.

    Not sure if this is what you were asking.

    Post has been edited 1 time(s), last time on Jun 25 2011, 3:54 am by Roy.




    Jun 25 2011, 4:00 am ScaleMatrix Post #5



    I got the landing part and the affected layers. Now Im having a problem even spawning the CC above the unit.



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    Jun 25 2011, 4:04 am Psynergy Post #6



    Quote from ScaleMatrix
    I got the landing part and the affected layers. Now Im having a problem even spawning the CC above the unit.
    If your trying to spawn a building already lifted, Use the Trigger Action : Create Unit with Properties, And set the Lifted Flag



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    Jun 25 2011, 4:07 am ScaleMatrix Post #7



    I did. But the unit won't even spawn.



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    Jun 25 2011, 4:13 am Roy Post #8

    An artist's depiction of an Extended Unit Death

    This may sound silly, but you need to create the Command Center on valid terrain. Create it in a corner or something and move it.

    The problem is that it makes the command center first, and then applies the lifted property.




    Jun 25 2011, 4:15 am Psynergy Post #9



    Quote from Roy
    This may sound silly, but you need to create the Command Center on valid terrain. Create it in a corner or something and move it.

    The problem is that it makes the command center first, and then applies the lifted property.
    Yeah sorry about that, I've never really had to do anything with spawning buildings/using lifted tags.



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    Jun 25 2011, 4:16 am ScaleMatrix Post #10



    Oh wow.....Well thats Kinda annoying..



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    Jun 25 2011, 4:19 am Psynergy Post #11



    Quote from ScaleMatrix
    Oh wow.....Well thats Kinda annoying..
    If you want to not have to let the player see the CC before hand, You can spawn it for an AI and make it lift, and give it invisibility tags if it has the chance of dying where it is, And then when you move it or "Spawn it" for the player, you can change its player and remove the invisibility if needed.



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    Jun 25 2011, 4:37 am ScaleMatrix Post #12



    Nevermind that, it gos way too quick for anyone to even see that the CC was spawned somewhere else.

    Edit: Ok Ty

    Post has been edited 1 time(s), last time on Jun 25 2011, 7:33 am by Roy. Reason: Don't double-post



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