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[COLOR=#CE091D]So I am creating a Bound RPG which I will be displaying later on, and I have run into a problem. I need a 2x2 building that can be used as a blockage but also a Ling can't run through it. I first used the Machine Shop but here is what happened. I did a trigger for Player 8 to create 1 machine shop in "x" location. That worked fine of course but when the bound level was over and I wanted to take the Machine Shop out...it wouldn't leave. So I tried everything I could from Missile Turrets, Nydus Cannals, Sunken Colonys, and even a Mineral Field. Basically it is used to block a path for bounding but the Ling can't hop through it. If there is something I might of done wrong with the Machine Shop then I have no clue what it is. Can I get a suggestion, or maybe a building that will work please? Thanks![/COLOR]
So I am creating a Bound RPG which I will be displaying later on, and I have run into a problem. I need a 2x2 building that can be used as a blockage but also a Ling can't run through it. I first used the Machine Shop but here is what happened. I did a trigger for Player 8 to create 1 machine shop in "x" location. That worked fine of course but when the bound level was over and I wanted to take the Machine Shop out...it wouldn't leave. So I tried everything I could from Missile Turrets, Nydus Cannals, Sunken Colonys, and even a Mineral Field. Basically it is used to block a path for bounding but the Ling can't hop through it. If there is something I might of done wrong with the Machine Shop then I have no clue what it is. Can I get a suggestion, or maybe a building that will work please? Thanks!
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Post #2
y10k
Feb 29 2008, 9:10 pm
![[Avatar]](/images/avatars/3.gif)
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Created (not preplaced) addons will be given to Player12, so check player in your remove action.
Created (not preplaced) addons will be given to Player12, so check player in your remove action.
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![[Avatar]](/images/avatars/7.gif)
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So I would then what, have to do player 12 triggers to remove the addons? If that is so, is that possible in the P12 mode of SCXE?
So I would then what, have to do player 12 triggers to remove the addons? If that is so, is that possible in the P12 mode of SCXE?
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Post #4
who
Feb 29 2008, 10:07 pm
![[Avatar]](/uploads/avatar/44.gif)
someone09
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Just make the trigger remove the Machine Shop for P12 (Neutral in SCMDraft), since the addons are given to P12. I'm not sure about SCXE, but I suggest you use SCMDraft instead.
Just make the trigger remove the Machine Shop for P12 (Neutral in SCMDraft), since the addons are given to P12. I'm not sure about SCXE, but I suggest you use SCMDraft instead.
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Post #5
FooFighters
Mar 1 2008, 5:09 am
![[Avatar]](/uploads/avatar/1011.jpg)
WooHoo! Lets Party!
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SCMÐraft is the only program for that complex stuff... {+ SCM is way better then SCXE}
SCMÐraft is the only program for that complex stuff... {+ SCM is way better then SCXE}
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Post #6
frazz
Mar 1 2008, 8:14 am
![[Avatar]](/uploads/avatar/211.gif)
He'll spear your brains if you step out of line.
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SCXE is very very bad for p12.
SCXE is very very bad for p12.
[quote=Felagund]The most dangerous weapon anyone can wield is self righteousness.[/quote]
I have a signature yay!
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Post #7
Centreri
Mar 2 2008, 2:51 pm
![[Avatar]](/uploads/avatar/39.gif)
Overwin Winboat
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I think there were some player 12 SCXE triggers lying around somewhere, but I don't even know how the hell you install them, let alone where they are. SCMDraft is your best option.
I think there were some player 12 SCXE triggers lying around somewhere, but I don't even know how the hell you install them, let alone where they are. SCMDraft is your best option.
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Post #8
Falkoner
Mar 2 2008, 3:24 pm
![[Avatar]](/uploads/avatar/31.png)
Taking StarCraft Map Making to the Limit!
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I remember those from old SeN... The best way would be just to make the triggers in SCM then port them over, or you could just stick with SCM..
I remember those from old SeN... The best way would be just to make the triggers in SCM then port them over, or you could just stick with SCM..
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![[Avatar]](/images/avatars/7.gif)
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Okay well I figured it out using the SCMDraft Trigger system and moving the trigger to Remove all "Units" for "Neutral" at "location" for all players...
Thanks for your help guys!
Okay well I figured it out using the SCMDraft Trigger system and moving the trigger to Remove all "Units" for "Neutral" at "location" for all players...
Thanks for your help guys!
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