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Pylon-less cannons, How?

Creator: ws-Impeached
Time: Dec 28 2007, 2:29 am

Post #1     ws-Impeached Dec 28 2007, 2:29 am

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Beat that horse!
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I've seen this done in Town Wars, but unfortunately that is protected.
This post was edited 1 time, last edit by Impeached: Dec 28 2007, 3:21 am.
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Post #2     who Dec 28 2007, 3:16 am

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someone09
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*protected
have a location around each cannon (without pylon), and constantly enable doodad state at that location.
e.g.
i have 3 cannons, each with a location around it

C:
always
A:
preserve
enable doodad state at cannon1
enable doodad state at cannon2
enable doodad state at cannon3
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Post #3     ws-Impeached Dec 28 2007, 3:26 am

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Already tried that earlier, it failed. Here's the trigger.

Codebox
Trigger("All players"){
Conditions:
Bring("Current Player", "Terran Supply Depot", "Anywhere", At least, 1);

Actions:
Move Location("Current Player", "Terran Supply Depot", "Anywhere", "Cannon");
Move Unit("All players", "Any unit", All, "Cannon", "Buffer");
Remove Unit At Location("All players", "Terran Supply Depot", All, "Cannon");
Create Unit("Current Player", "Protoss Photon Cannon", 1, "Cannon");
Set Doodad State("Current Player", "Protoss Photon Cannon", "Cannon", enabled);
Move Unit("All players", "Any unit", All, "Buffer", "Cannon");
Play WAV("sound\\Misc\\Land.WAV", 0);
Preserve Trigger();
}


EDIT: I made a preserved trigger enabling doodad state for cannons at anywhere and now it works. Thanks anyway.
This post was edited 1 time, last edit by Impeached: Dec 28 2007, 3:34 am.
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Post #4     payne Dec 28 2007, 3:34 am

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Search in Wiki's... there must be one...
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Post #5     who Dec 28 2007, 3:36 am

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someone09
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That's because it only enables it once; when it makes the depot.
You have to constantly enable it, or it will go unpowered again.
I suggest having a cycle system for the cannons between 2 players (with the same alliances)

e.g.

C:
p1 brings at least 1 cannon to anywhere
A:
move location onto cannon owned by p1
enable doodad state at location
give cannon to p2
preserve

C:
p1 brings exactly 0 cannon to anywhere
A:
give all cannon owned by p2 at anywhere to p1

If there are going to be a lot (like over 20) cannons in the map, copy the first trigger several times so it executes faster. Make sure you have hyper triggers. Also, you won't be able to left click the cannons (giving units deselects).

EDIT: Oh, enable at anywhere works. Didn't know that... forget the cycling.
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Post #6     NudeRaider Dec 28 2007, 9:06 am

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Quote from someone09EDIT: Oh, enable at anywhere works. Didn't know that... forget the cycling.

When you enable the cannon at anywhere always the same (leftmost) cannon will be activated.
You CAN use anywhere but you WILL have to use the cycling between players.
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Post #7     who Dec 28 2007, 1:00 pm

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someone09
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Oh, so then you need to use the cycling for multiple cannons.
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