[SOLVED] Making a Terran Turret un-selectable?
Topic Locked
Topic Locked|
An artist's depiction of an Extended Unit Death
|
Is there a reason you cannot use Map Revealers instead of turrets?
![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
|
Disabling will not do jack if you want players to have it's vision, ordering it to move to an unacceptable position will only make it glitch out when a target leave's the attack range, etc. Using a turret sprite will only lead to crashing.
I am pretty sure what he wants is it's ability to detect or at least it's sight, which means he will have to either: 1. Have it owned by an allied player that has the enemies as allies. 2. Use an alternative detector (ex. an Overlord), give the turret to a neutral player and have the alternative detector removed when the turret is destroyed. ![]() ![]() ![]() ![]() ![]() ![]() |
|
The turrets are vision placers for each team, but aren't used for anything else. Solution: use EUDs to detect when the turret is selected and execute the give trigger: Conditions: Memory(161889, Exactly, 5885096); Actions: Give Units To Player("Player 8", "Player 7", "Terran Missile Turret", 1, "Location 0"); Give Units To Player("Player 7", "Player 8", "Terran Missile Turret", 1, "Location 0"); Preserve Trigger(); This post was edited 1 time, last edit by Sacrieur: Jun 12 2012, 5:36 am. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
|
The turrets are vision placers for each team, but aren't used for anything else. Yes you're correct, but from what i gather he didnt mention anything about a need for detection. Anyways, with Moose's method there wont be any flickers as the next trigger cycle will have given the unit back again before the delay from vision to no vision has expired. I personally would advise against this method though as having too many triggers constantly being activated on every trigger cycle can cause the game to lag. If Detection is NEEDED If detection is needed i would propose he uses a pair of invincible observers that have triggers to make them remain in place if they suddenly get moved from their original location. These should be owned by a computer player to ensure that human players dont have control over them and any players who need detection should be allied to this computer player. These units would not be visible to enemies so the only players who will be able to "Click" on the units would be players allied. If Detection is NOT NEEDED Use map revealers. ![]() ![]() ![]() ![]() ![]() ![]() |
|
Anyways, with Moose's method there wont be any flickers as the next trigger cycle will have given the unit back again before the delay from vision to no vision has expired. Conditions: Always Actions: Create 1 Zerg Scourge at Vision for Player 1 Remove 1 Zerg Scourge at Vision for Player 1 preserve trigger The scourge is created and removed within the same trigger cycle like Moose's method, but the vision flickers. I haven't tested it with give actions instead of create/remove actions though. You may be right, but I don't accept your explanation of your justification for why it won't flicker. ![]() ![]() ![]() ![]() ![]() ![]() |
|
An artist's depiction of an Extended Unit Death
|
Also 2 triggers are needed, not just 1. ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
|
Alright, sorry I let this go so long without replying.
The turrets are vital to the experience of the game play. They have been there for ~10 years now, and if I were to remove them the community would freak xD I guess I should start by saying this is for Snipers Bald Locks, if you've ever played you know the turret situation. I will test out the EUD situation, but I could see this being problematic and becoming annoying. ![]() ![]() ![]() ![]() ![]() ![]() |
|
Alright, sorry I let this go so long without replying. The turrets are vital to the experience of the game play. They have been there for ~10 years now, and if I were to remove them the community would freak xD I guess I should start by saying this is for Snipers Bald Locks, if you've ever played you know the turret situation. I will test out the EUD situation, but I could see this being problematic and becoming annoying. A few things. That trigger is written for index ID #0 and player 1. I highly suggest you read [EUD] A Mapmaker's Guide for Creating EPDs to understand what's going on. ![]() ![]() ![]() ![]() ![]() ![]() × ÷ ± · ∫ ƒ | ⅛ ¼ ⅓ ⅜ ½ ⅝ ⅔ ¾ ⅞ | π φ ∞ | ≡ ≈ ≥ ≤ ∴ ¬ ∩ Ø | √ ª ⁿ º ¹ ² ³ | ✓ ✗ | א
α β Γγ ∆∂ ε ζ η Θθ Ιι κ Λλ μ Ξξ Π ρ Σσς τ υ Φ Ψψ Ωω |
|
Also 2 triggers are needed, not just 1. I can also speak from experience that yes 2 triggers are needed. Try making it in 1 trigger and tell me how that turns out for you Anyways, i'll attach proof seeing as everyone always disregards my knowledge on these forums. Both kill/create and give/give are on this proof and both function perfect without flicker. The turret vision takes a couple seconds before it activates at the game start. ![]() ![]() ![]() ![]() ![]() ![]() |