Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Burrowed Location
Burrowed Location
Feb 29 2008, 7:12 pm
By: ZzEzZ  

Mar 2 2008, 1:45 am Falkoner Post #21



You can't give to Players 13+, it doesn't work at all. They MUST be preplaced.



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Mar 2 2008, 3:29 am ZzEzZ Post #22



lol guys, im talking about the 'Floor Gun Trap,' that turret... not the turret from atop the goliath or w/e

and duh *smacks head* ty falk, i see my problem now... i didnt notice that i was trying to create the turret for p10 lol... imma go tweak a few things and see how it goes

thx people ^^



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Mar 2 2008, 10:40 am NudeRaider Post #23

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

uhm, afaik traps cannot be created either...




Mar 2 2008, 12:39 pm who Post #24



just make it for another player, then give it to P10.
you should've specified the floor trap. When you say "turret", most people think you are referring to the goliath turret or the tank turret.



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Mar 2 2008, 3:23 pm Falkoner Post #25



I assumed he was talking about a missle turret, actually :P



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Mar 2 2008, 8:46 pm ZzEzZ Post #26



o lol, sry for not specifying earlier... but yea, i don't think it can be done... creating or moving the floor gun trap... i'll just have to think of something else >.<

thx 2 every1 that was helping me out though : )



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Mar 2 2008, 11:26 pm Falkoner Post #27



What? I'm pretty sure you can move traps... They are a unit.. Recall moves them even..



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Mar 2 2008, 11:47 pm who Post #28



Quote from Falkoner
I assumed he was talking about a missle turret, actually :P
so that's why you confused me... -.-
what triggers did you use to try to move the trap?



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Mar 3 2008, 4:22 am ZzEzZ Post #29



Trigger
Players

  • All Players
  • Conditions

  • Player 10 brings at least 1 DT to X
  • Actions

  • Move one DT for Player 10 at Anywhere to KMHU
  • Remove one Lurker for current player
  • Move 1 Turret for Player 9 at KMHU to X
  • Give all Turret owned by Player 9 at X to Current Player
  • Display text: Blah
  • Preserve trig


  • thats what i tried but it didnt work =\
    the only part of that trigger that didnt work was the moving/giving away of the Turret (Floor gun trap)

    u guys know why its not moving the turret?



    None.

    Mar 3 2008, 4:30 am Falkoner Post #30



    Once again, why is the trigger under All Players? Put it under a computer player or something plz. It might fix your problem.



    None.

    Mar 3 2008, 7:07 am ZzEzZ Post #31



    o, sry falk... i jus copy and pasted from the "Move Turret" trigger i posted earlier in the thread... i have actually updated this trigger, trying out different players and still... nothin >.<



    None.

    Mar 4 2008, 12:09 am Falkoner Post #32



    Is the location X filled or something?



    None.

    Mar 4 2008, 2:33 am ZzEzZ Post #33



    nope, the only thing that MIGHT be in that location would be the lurker and the DT from my burrow detection trigger, but those are both removed before i move the turret to location X via my trigger above... and i don't get any debug error from SC so... i really have no clue why it won't get moved... unless it's not possible to move turrets (floor gun traps) via triggers



    None.

    Mar 4 2008, 3:32 am Falkoner Post #34



    Well, you won't get errors when moving units, they just won't move, you only get errors in creation... Is the text showing up when you go there? Try swapping out the turret for another unit.



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    Mar 4 2008, 6:17 am ZzEzZ Post #35



    yea, i swapd the turret (floor gun trap) for a dragoon and it worked nicely... and yes, the text is showing every time... even when i was using the turret (floor gun trap) as the unit to be moved >.<



    None.

    Mar 4 2008, 11:22 pm Falkoner Post #36



    Weird, maybe you can't move them, I always assumed you could.



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    Mar 4 2008, 11:48 pm Brontobyte Post #37



    Quote from y10k
    Create 1v1 pixel location(x) and preplace a P9 dark templar.
    Triggers are preserved and for force1. It only worx if you have 1 lurker.

    always
    move location 'x' on lurker for currentplayer (cp)
    move 1 dt from anywhere to 'x' for P9

    Shouldnt you use the same unit your trying to detect? I don't know why, but it just seems to make more sence to me. Same unit as your atempting to detect if its burrowed or not.



    None.

    Mar 5 2008, 1:12 am NudeRaider Post #38

    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

    Uhm no? Because your detection is if the created unit is inside the location. If the created unit is the same as the unburrowed unit this check would always result in YES, there is a unit, => the unit is burrowed.

    If the unit is NOT burrowed the created unit will never enter the 1x1 pixel.




    Mar 5 2008, 1:27 am ZzEzZ Post #39



    hmmm, sum1 said (i think it was falkoner) that turrets (floor gun traps) could be moved via recall... maybe since i can't move them via trigger directly, i can create a arbiter at the location i want them to be moved to then use the AI recall script to move the turret (floor gun trap) to location 'X'... what do you guys think? sound good┐ (i wont be able to test it out till later though)



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    Mar 5 2008, 1:29 am Falkoner Post #40



    Well, if it won't cause any problems with the map, I say go for it.



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