Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Making a beacon into the ground?
Making a beacon into the ground?
Apr 13 2008, 12:47 am
By: Snowblind  

Apr 13 2008, 12:47 am Snowblind Post #1



I've seen some maps, where you can make the beacons color gone, and just the flashing part is visible, and it looks like its part of the terrian. Is this just enabling the doodad mode on the beacon? Or what?



None.

Apr 13 2008, 1:15 am NudeRaider Post #2

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

This effect is achieved by disabling the beacon, then giving the player detecting vision to it and then when you remove the detection only the flashing overlay of the beacon will remain visible.




Apr 13 2008, 1:28 am Hug A Zergling Post #3



Isn't there a sprite like that as well?



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Apr 13 2008, 1:30 am NudeRaider Post #4

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

no




Apr 13 2008, 1:30 am Marine Post #5



It isn't enabling it's doodad state, it is disabling it. Make a location center on the beacon, and disable the state. I have this effect in some of my maps, and it works like the invisible bunker trick. It may be different than what some people like falkoner my use, no offense falkoner ;), but it works for me. It might work for you.

Invisible Beacon*:
Players:
Player 6
Conditions:
[Enabled] Always
Actions:
[Enabled] Center Location Labeled "Location 1" on Terran Beacon owned by Player 6
[Enabled] Preserve Trigger*

Invisible Beacon**:
Players:
All Human Players
Player 6
Player 5
Conditions:
[Enabled] Player 6 commands at least 1 Terran Beacon
[Disabled] Player 6 Brings at least 1 Terran beacon to "Location 1"
[Enabled] Elapsed time is at least 2 game seconds
[Enabled] Elapsed time is at most 12 game seconds
Actions:
[Disabled ]Disable doodad state for 1 Terran Beacon owned by Player 6 at "Location 1"
[Disabled] Give 1 Terran Beacon owned by Player 6 to Player 5
[Enabled] Run AI script: Turn Vision ON for Player 5
[Disabled] Preserve Trigger

Invisible Beacon***:
Players:
All Human Players
Player 6
Player 5
Conditions:
[Enabled] Player 6 commands exactly 0 Terran Beacon
[Enabled] Elapsed time is at least 13 game seconds
[Enabled] Elapsed time is at most 15 game seconds
Actions:
[Disabled] Disable doodad state for 1 Terran Beacon owned by Player 6 at "Location 1"
[Disabled] Give 1 Terran Beacon owned by Player 6 to Player 5
[Enabled] Run AI script: Turn Vision OFF for Player 5
[Disabled] Preserve Trigger

It works almost the same as invisible bunkers. I copied these triggers from "classic map trigger" settings for SCM Draft2 exactly as they are to make it easier to understand and to type :><:. If this trigger doesn't work for you, then ask falkoner to help you. This is what i use to make that effect, but it may vary depending on what players you use, possibly the terrain, or the conditions aren't met properly. It also could depend on what editor you use. So, goodluck. This works for me, should work for you.



None.

Apr 13 2008, 1:49 am Falkoner Post #6



It's really not that complex, simply disable the beacon, give the player vision/detection of it for a second or so, and then get rid of their vision of it. Whatever else you do to make it cycle through beacons or whatever is up to you.



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Apr 13 2008, 1:52 am Marine Post #7



I tried to make it simpler but confining most of the triggers to seldom isolation (took them out), and it didn't work... I would just copy down these 3 basic triggers for best results. It may take 5 more mintes out of your time, but atleast you would have a refereance to look at most of the time.



None.

Apr 13 2008, 1:55 am Falkoner Post #8



Those three triggers are supposed cycle through any beacons on the map owned by player 6 and cloak them, but he messed up a bit and forgot to make it give them back to player 6 at the end, he just needs to switch:

Give 1 Terran Beacon owned by Player 6 to Player 5
to
Give 1 Terran Beacon owned by Player 5 to Player 6

All you truly need to do is what I said though, he just showed a fancy way of transferring them all without needing a location for each.



None.

Apr 13 2008, 2:00 am Snowblind Post #9



At the point where you said
[Disabled] Disable doodad state for 1 Terran Beacon owned by Player 6 at "Location 1"
[Disabled] Give 1 Terran Beacon owned by Player 6 to Player 5
[Enabled] Run AI script: Turn Vision OFF for Player 5
[Disabled] Preserve Trigger
for the second time, did you mean to give it back to player 6, and disable it for player 5? Or did you mean what you said?



None.

Apr 13 2008, 2:01 am Falkoner Post #10



Only in the last trigger do you switch those, otherwise it is correct. Disable it for Player 5, then give ALL the beacons back to Player 6.



None.

Apr 13 2008, 2:03 am Snowblind Post #11



Yeah. lol. I like his way. It makes it so only 3 triggers can do any beacons on the map that I feel like placing. And can this be used with hypers? Or do I have to use the stupid Clear/Set switch on these to make it so hypers don't interact with these either?



None.

Apr 13 2008, 2:04 am Falkoner Post #12



This should be able to be used with hypers.. You might have a bit trouble with the vision updating though..



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Apr 13 2008, 2:04 am Marine Post #13



Yes, it can be used with hypers. Infact, it pretty much ONLY works with hypers :D
And Falkoner, you don't switch the beacons back to player 6. It is pointless and wastes time... Snow, just do my 3 triggers because it works for placing beacons anywhere. The con against Falkoners way is that when it goes back to player 6, you can see them again... And the effect is disabled... Trust me Falkoner, I have tried switching back to player 6.



None.

Apr 13 2008, 2:11 am Marine Post #14



Also, if you want, I can help you make invisble fire bunkers. They are a great effect for crashed ships on maps, or an installation map where a generator or w/e exploded or a fire started. It is easy. Just ask ;)



None.

Apr 13 2008, 2:12 am Falkoner Post #15



Really? Giving usually doesn't disable things like that.



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Apr 13 2008, 2:15 am Marine Post #16



Ya it does. When you give back, it is still disabled, but player 6 hasn't been unvissed then revissed. It was only player 5. And this trigger doesn't work without giving, so ya... I would stick to those 3 triggers for now, unless you can find a loop hole to a faster way to it, although this is pretty much as fast as it gets. You can minimize the elapsed time if you want, but i recommend keep it at 2-12 and 13-15, for best results ;)

I never thought I would fit in at SEN... But do I at all? :(



None.

Apr 13 2008, 2:18 am Falkoner Post #17



You could just give them the vision after you have disabled them all then, and it would work the way I thought it was supposed to, but your way works.



None.

Apr 13 2008, 2:20 am Marine Post #18



Well, for now just stick to the 3 triggers. They are simple, fast, and easy, and work for every beacon you place (if you have hyps).



None.

Apr 13 2008, 2:45 am Snowblind Post #19



Okay, I must have screwed something up really bad, because one, now my first level spawns a massive block, and the hypers don't disengage like they usually do, and the beacons just become unselectable, not invisible. Its attached, check it please?

Attachments:
DFND Lurk Def.scx
Hits: 1 Size: 37.26kb



None.

Apr 13 2008, 5:36 am rockz Post #20

ᴄʜᴇᴇsᴇ ɪᴛ!

I'm not going to download it, but the beacons becoming unselectable is what happens when you don't successfully give vision to the player. To get them to leave just the strobe, you need to either place a detector near them, or share vision for at least 1000 milliseconds (enough to get the vision, experiment to see the smallest time).

As always, when debugging a map, check your conditions. If something is firing and it shouldn't, then check what condition is being set off prematurely.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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