Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Floor Gun Traps Help
[SOLVED] Floor Gun Traps Help
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Apr 6 2012, 1:49 pm
By: Mouse  

Apr 6 2012, 1:49 pm Mouse Post #1



Do you guys know of a way to get a floor gun trap to not attack unallied unit that is walking passed? I tried constantly enabling the doodad state and after that did not work I tried disabling the doodad state but it did not have any effect. Help?



None.

Apr 6 2012, 1:56 pm TiKels Post #2



It was my impression that disabling doodad state (once) turned off floor gun traps until they were re-enabled. Are we talking about the unit or the doodad for this map?



"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

Apr 6 2012, 2:04 pm NudeRaider Post #3

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

I'd give it to another player to "deactivate" it.




Apr 6 2012, 6:23 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

you can only disable one doodad at a time per location. Make sure you are disabling all the floor traps. if you have two floor traps in the same location, the leftmost one will be disabled.

Also ensure the trigger is being run by creating a unit somewhere, or giving you money or something.



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

Apr 6 2012, 8:11 pm Azrael Post #5



Quote from NudeRaider
I'd give it to another player to "deactivate" it.

This is how I do it when possible, it's easier and uses less triggers and locations than actually disabling them. Keep in mind that doing so does have a noticeable difference if the turrets are player owned at any point, as whoever owns them also has vision to them.




Apr 7 2012, 8:30 pm Mouse Post #6



First off Azrael: You never said what to do ha ha. Second: Nuderaider I need the players to keep it because it needs to give them vision in an area. Tikels: I'm talking about a unit owned by a human player.



None.

Apr 7 2012, 9:07 pm TF- Post #7

🤙🏾

Quote from Mouse
First off Azrael: You never said what to do ha ha. Second: Nuderaider I need the players to keep it because it needs to give them vision in an area. Tikels: I'm talking about a unit owned by a human player.

1. Give them to a player but share vision, alternately create map revealer units if you only need sight and not detection.
2. Spamming "Move Unit" actions that try to move turrets over unpassable terrain might stop the turrets from attacking, not sure.



🤙🏾

Apr 7 2012, 9:28 pm NudeRaider Post #8

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 Mouse
Nuderaider I need the players to keep it because it needs to give them vision in an area
Use map revealers.




Apr 7 2012, 9:33 pm Mouse Post #9



First off: I cannot use map revealers because then they let you see outside of the box that is walled off. Second: I can't give to another player: they are all used up except P9-P_____



None.

Apr 7 2012, 9:46 pm NudeRaider Post #10

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

Unless traps are special in that regard (I don't think so) you can safely give them to P9 and then back later. Burrowed units can provide you with vision. Maybe creating units and then removing them right away might work too. To improve the latter technique ask rockz about when vision updates.




Apr 8 2012, 3:27 am Sacrieur Post #11

Still Napping

I'd imagine using p12 would be preferable to using p9.



None.

Apr 8 2012, 7:29 am Azrael Post #12



Quote from Mouse
First off Azrael: You never said what to do ha ha.

I said to do it the way Nude described, as long as giving vision wasn't an issue.

Since vision is an issue, you'll want to disable each gun trap individually using Set Doodad State.

I just made a sample map to show a fairly easy system which can be used to do this.

Download and host the map to see how it works, then look at the triggers afterwards.

Attachments:
Disable Gun Traps.scx
Hits: 2 Size: 39.48kb




Apr 15 2012, 8:33 pm Mouse Post #13



Sorry this is so late, I was gone for a week. Thanks Azrael, this really helps :)



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