Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Stacking buildings... with triggers
Stacking buildings... with triggers
Aug 1 2008, 2:06 am
By: mAdnAyze  

Aug 1 2008, 2:06 am mAdnAyze Post #1



i want to create photon cannons, on top of photon cannons in multiple places and more than once in each spot. A friend of mine showed me a test a map of how to do it but i didn't quite grasp the idea/i tried it in my map and it didn't work. How would you guys go about doing this? >.< I know theres some connection to Path D... i think ... but ya help plz :><:



None.

Aug 1 2008, 2:17 am Kaias Post #2



If I remember correctly, the buildings will stack if it replaces a building that was stacked there previously (granted that they are the same size.

So if you have 20 pylons and a photon cannon all in one place and want another photon cannon there, you'd remove a pylon and move the photon there.

Someone correct me if I'm wrong.



None.

Aug 1 2008, 4:01 am rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from mAdnAyze
i want to create photon cannons, on top of photon cannons in multiple places and more than once in each spot. A friend of mine showed me a test a map of how to do it but i didn't quite grasp the idea/i tried it in my map and it didn't work. How would you guys go about doing this? >.< I know theres some connection to Path D... i think ... but ya help plz :><:
There's a few things you might like in this map. One, stacking without lights. Two, perfect kills to cash. Three, increased supply. Four, cloaked buildings.
http://www.staredit.net/?file=609

I think the stacking might be bugged on the spore colonies, unfortunately. The concept is the same, and it works for the most part.



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

Aug 1 2008, 7:55 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

If you want players to build manually use "light switches".
If you want to stack via triggers use a "preplaced unit stack"

Light switches are simple. Have a chooser for lights on / off. When he brings a civ to off unvision himself:
If P1 brings 1 least 1 civ to 'off' => run ai script shared vision with P1 off
Same for on.
While lights are off toss and terra can build wherever they can go with their builder.
Be careful to make some permanent vision in the chooser area or noobs could switch their light off and never back on again because they didn't hotkey the chooser.
Permanent vision there can be done through a spare comp player that has a map revealer there. Ofc you need to turn vision on for that comp player.

Kaias already glanced the other method.

If you need more details check the wiki and if that didn't solve it just ask.




Aug 1 2008, 5:16 pm mAdnAyze Post #5



rockz, played that map, its pretty sweet lol. I have no idea how it works though : S

Quote
If you want players to build manually use "light switches".

No manual stacking in my map, just hopeful trigger stacking. Like if a guy were to go on a beacon, which would create cannons on top of cannons.

Quote
So if you have 20 pylons and a photon cannon all in one place and want another photon cannon there, you'd remove a pylon and move the photon there.

So basically, you can only replace one stacked building with another? Damn, its seems from that explanation that i would have to stack a whole bunch of stuffs. I have a lot of cannons and a lot of units and "Cannot Create More Units" is an issue for me, which is why im trying to cutback on units as much as possible.

I'm gunna test this method out right now, but i wont be able to use it : \

Is there any way to stack with triggers, without preplaced units? : [



None.

Aug 1 2008, 5:31 pm Vi3t-X Post #6



From what we (more or less, I) know, preplaced stacks are the only way to go. You could always go for disabled bunkers though...



None.

Aug 1 2008, 6:38 pm Clokr_ Post #7



Quote from mAdnAyze
rockz, played that map, its pretty sweet lol. I have no idea how it works though : S

It has 10 preplaced and stacked beacons on each spot. One of them is removed at the beginning of the game. Then each time a building is built it one spot another one is removed.



?????

Aug 1 2008, 10:23 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from mAdnAyze
rockz, played that map, its pretty sweet lol. I have no idea how it works though : S
Triggers aren't very organized, sorry. I don't believe in commenting.

Quote from mAdnAyze
So basically, you can only replace one stacked building with another? Damn, its seems from that explanation that i would have to stack a whole bunch of stuffs. I have a lot of cannons and a lot of units and "Cannot Create More Units" is an issue for me, which is why im trying to cutback on units as much as possible.
You don't get ccmu until you have 1700 units on the map. If you don't have workers or lots of supply depots, it's not much of a problem.



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

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