Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cannon Spawning Problem
Cannon Spawning Problem
Feb 24 2008, 5:10 am
By: ZzEzZ  

Feb 24 2008, 5:10 am ZzEzZ Post #1



Ok so, this is the set up:

In my shop (walk onto a beacon, buy the unit via minerals), there's a protoss probe that can be bought. Once you buy it you can make it build a pylon for you. Once the pylon (location "Cannon Build' is centered on this pylon) is built, it gets removed along with the probe and in its place a cannon is created. (THIS IS WHERE THE PROBLEM IS >.<) After the cannon is created a pylon is SUPPOSED to get created along side of it, but it doesnt work. I get a unplaceable unit error because SC is trying to create the pylon on top of the cannon >.<

heres a few things i tried 2 fix this (none worked):
-creating the pylon and cannon at the same time.
-not removing the first pylon that is made and instead just trying to create the cannon along side of it.
-creating an ultralisk (it's kind of big, so it might give space for the pylon) then centering the 'Cannon Build' location on it. Then removing the ultralisk and creating a pylon in its place.


oo, something i just thought of... what if i force unvisioned myself when the first pylon is created, then have a cannon created on top of it (cuz the no vision stack thing) then just force revision myself. *wonders if thatl work*


you guys have any ideas? >.<



None.

Feb 24 2008, 5:31 am Trigger Post #2



Well I aint no pro but, whenever you have a location where you want 2 things built that are the same size in that same spot (Basically your current situation with a pylon and cannon) you cant control very well where the pylon and cannon get placed in that location.

Here is my advice:
-Make it where the pylon is free of cost
-Make it where the probe can build like a forge
-Then center on the forge, remove the forge and place the cannon in its place.

If thats what you want it will allow only one cannon per forge per probe.
It is easier to problem. If you think what I have to say is important, I can help setup triggers for it... but it may be hard for I never done that before.



None.

Feb 24 2008, 5:56 am ZzEzZ Post #3



ooooo, good stuff... i think thatl work out pretty nicely... i just hope that people will be able to put 2 and 2 together and notice that you need pylon+forge to make the cannon -.-'

lol but other than that ty sooo much ^^

(loox 4 edit button) hmmm, i don't see an edit button so imma go test this out and post bak here saying how it went : ) (i hope it worx lol)



None.

Feb 24 2008, 6:50 am Trigger Post #4



I hope it works as well.

If you need any other help, I would not mind to help.

Edit: Also if you are on USEAST it would be fantastic because I could use a new tester if you would not mind.



None.

Feb 24 2008, 2:40 pm NudeRaider Post #5

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

Starcraft will always try to place buildings in the exact middle of a location. This is different from unit creation, which will be scattered around the center.

Use a mobile grid to place a location 2 blocks away from thy pylon.

The Tut is not very good if you have no clue what a mobile grid is. The thing is your create a set of for example 3x3 devourers over the pylon, then center on one of the devourers (the leftmost will be chosen) so you got an offset of 2 blocks from the pylon, then you can remove all devourers, and create the cannon. If it still gives you the error you'll have to place 4v4 devourers.

Offtopic information: With some experimenting and/or knowledge of unit creation you can center on any point in the mobile grid, which is useful in certain scenarios.




Feb 25 2008, 7:40 am ZzEzZ Post #6



weird though, that moving grid thing is almost like what i tried to attempt with the ultralisk... did it not work because the ultralisk was still too close to the pylon?

hmm, i think i will try that devourer method though... the one trigger suggested works great but, it allows people to either cheat and create multiple pylons or (if i disable multiple pylons) it only allows one cannon at a time (like he said earlier)
i think this grid option might work out even nicer ^^ thx ppl

o and nah, im us west but i usually find a bunch of random ppl who like to help test lol

o and hey... does any1 have any suggestions of some nice Lazer Tag shop items? I have a few things now, but my shop seems to be lacking =\



None.

Feb 25 2008, 12:52 pm NudeRaider Post #7

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

The reason why your Ultralisk method failed is because you had only 1 ultralisk in the center and tried to created at the location of the ultra (which is not possible, because buildings will be placed in the middle of a location) you would have to use multiple ultras an the CENTER A LOCATION on on of them (which will be the leftmost be default) then you have a location centered near the pylon and can remove the ullas and create the cannon.
Usually Air units work better because their grid is perfect when there's no air unit near.

Laser Tag items:
- More health
- Stronger weapon
- Partial invincibility / alliance
- Energy for cloaking
- Teleport
- Speed upgrade (e.g. stim, or follow a fast vulture)
- Decoys (either of the flag or yourself)
- Change color (only on screen, not minimap and only in team game)

These are just some random ideas, not necessarily every of them is good. If you have questions on how I mean something or on how to implement it, just ask.




Feb 25 2008, 11:41 pm ZzEzZ Post #8



how do you change a player's color during the game? *curious*

edit: *yay i found the edit button*
most of the other stuff i already have in sum form in my map



None.

Feb 25 2008, 11:43 pm ZzEzZ Post #9



*can't find edit button*

most of the other stuff i already have in sum form in my map ^^



now wheres that delete button



None.

Feb 26 2008, 12:18 am blacklight28 Post #10



Can't you just place the cannon itself and enable the doodad state? I think that works.



None.

Feb 26 2008, 12:19 am Falkoner Post #11



Player color cannot be changed during the game, but getting rescuable units allows you to retain the color of the units rescued



None.

Feb 26 2008, 12:53 am blacklight28 Post #12



Quote from ZzEzZ
*can't find edit button*

most of the other stuff i already have in sum form in my map ^^



now wheres that delete button

BTW, the quote button is bottom left of a post or in the posting thing in all the buttons.



None.

Feb 26 2008, 3:25 am Impeached Post #13



Quote from blacklight28
Can't you just place the cannon itself and enable the doodad state? I think that works.
That will only work if you enable it constantly (every trigger cycle + hypers). With more than one cannon, as well, you can only enable one at a time, per location, so you'd need some sort of cycling system.



None.

Feb 26 2008, 4:02 am Falkoner Post #14



Unless a unit is created, there is never any need to re-enable the cannons, they only become disabled when units are created.



None.

Feb 26 2008, 4:03 am Impeached Post #15



Ah. But in any feasible situation where'd you want to use cannons to fire at something, units will most likely be created, so it's a moot point.



None.

Feb 26 2008, 11:12 am pneumatic Post #16



Ideas for Lazer Tag items:

- Immobilization beam - you could use an arbiter or comsat to target it; detect where the recall or scanner sweep is and immobilize the unit there (by moving it to its own location [and preserve trigger])

- A Medic to blind a unit [you could disable heal to prevent this from restoring health as well]

- Booby trap - creates a horizontal beam (imagine the security devices they always have in museums in movies) that will act as a laser shot when walked into. Besides seeing the actual trap itself, the only warning players will receive is a proximity alert. (You could also reserve the proximity warning for a detection device to be bought at the store.) I have some ideas for how to implement this and let it be blocked by solid walls so it doesn't continue through walls and all the way across the map.

- Disarm kit - A kit that allows you to disarm booby traps.



None.

Feb 27 2008, 4:57 am ZzEzZ Post #17



o0o, sweet ideas... thx : )

i was thinking of a few, like a proximity bomb (created from a muta) and sum other stuff, but now i wanna try your stuff instead ^^

also ne 1 else, if u have laZer tag shop item ideas... i'm always open for suggestions



None.

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