Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED]how do u make a carrier have interceptors
[SOLVED]how do u make a carrier have interceptors
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Sep 6 2007, 5:20 am
By: blacklight28  

Sep 6 2007, 5:20 am blacklight28 Post #1



how do u make carriers start with interceptors?



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Sep 6 2007, 6:01 am Echo Post #2



Modify hangar count to 4. Pre-Upgrade carrier in editor to make it have 8. If you put 8 without upgrading, you will get only 4.



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Sep 6 2007, 12:50 pm Falkoner Post #3



Or you can create unit with properties and give it 8 in it's hangar to start with, there is no need to do 4 since if it IS missing the upgrade 8 will only give 4. The only problem with this is that it takes up CUWP slots.



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Sep 6 2007, 3:50 pm Blah Post #4



You can do this using trigger(s) too.





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Sep 6 2007, 7:08 pm Money Post #5



That trigger is commonly used for reavers and scarabs, so I guess it could be missed when a carrier is in thought.



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Sep 6 2007, 8:08 pm Echo Post #6



Quote from moneylover
That trigger is commonly used for reavers and scarabs, so I guess it could be missed when a carrier is in thought.
It works for any unit that requires another unit to be built inside it.

Quote
You can do this using trigger(s) too.
Repeat of what I said.



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Sep 6 2007, 9:45 pm blacklight28 Post #7



thx everyone



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Sep 6 2007, 10:39 pm MindArchon Post #8



If you create the carrier and then use set hangar count, you will not use up a CUWP slot. Much superior choice in my opinion.



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Sep 6 2007, 11:08 pm Ei47 Post #9



Modify unit Hanger count for all carriers at location anywhere, set to 8
Make sure interceptors are enables to build, or i don' think it works.



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Sep 7 2007, 4:33 am blacklight28 Post #10



i already got it everyone so u can stop posting!



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Sep 7 2007, 4:59 am Roy Post #11

An artist's depiction of an Extended Unit Death

Ah, you modify the hangar count! Thank me later...

Rofl this topic was answered at the 2nd post.




Sep 8 2007, 3:49 pm Fallen Post #12



Lol yes it was but everyone just seems to post the same things... its weird
But if you use triggers to give interceptors and you have lots of carriers you max the map way to fast. SO triggers are the best in the intance of a couple carriers. So watch out for that.



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[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
[03:44 am]
O)FaRTy1billion[MM] -- use scmd or NudeRaider
NudeRaider shouted: You are right, however, in that the Remastered *graphics* are just a skin are interchangeable, even midgame. Skinability being another new functionality. Anyways, for tools that rely on the original mpqs you will have to obtain a legacy version of sc.
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