Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spawn an add-on for a player
Spawn an add-on for a player
Feb 21 2013, 2:00 pm
By: Veta  

Feb 21 2013, 2:00 pm Veta Post #1



I'm trying to spawn a terran add-on for a human current player. I've tried switching around the forces and properties, using players or actual forces and properties or the action without them, to no avail. Whenever I create a terran add-on for current player it spawns for player 12. I have seen add-ons spawn for players in other maps and even opened them up to understand how it was done - they don't appear to be doing anything tricky. Is there a trick to this?

Post has been edited 3 time(s), last time on Feb 21 2013, 2:24 pm by Veta.



None.

Feb 21 2013, 2:08 pm TF- Post #2

🤙🏾

Try giving it to another player.
If that doesn't work either then preplace addons in a corner and move them when needed instead of creating them.



🤙🏾

Feb 21 2013, 2:14 pm Veta Post #3



I don't know if you can even move addons :(

but I have seen what I'm describing done

edit: oh wow I guess this isn't doable afterall

Post has been edited 1 time(s), last time on Feb 21 2013, 2:24 pm by Veta.



None.

Feb 21 2013, 2:34 pm Roy Post #4

An artist's depiction of an Extended Unit Death

Add-ons have to me attached to a building to be owned by a player, and then it will be owned by the player that owns the building. You can preplace an add-on to a building in SCMDraft and then move it by selecting it and using Ctrl+arrow keys to keep it attached to the building despite being far away from it. From there you should be able the give the building (even though it could be on the other side of the map) using triggers to change the owner of the add-on.

Note that lifting the building will break the link, and you can't have this effect by creating our moving add-ons with triggers.




Feb 21 2013, 2:41 pm TF- Post #5

🤙🏾

Quote from Roy
Add-ons have to me attached to a building to be owned by a player, and then it will be owned by the player that owns the building. You can preplace an add-on to a building in SCMDraft and then move it by selecting it and using Ctrl+arrow keys to keep it attached to the building despite being far away from it. From there you should be able the give the building (even though it could be on the other side of the map) using triggers to change the owner of the add-on.

Note that lifting the building will break the link, and you can't have this effect by creating our moving add-ons with triggers.

I know you can just preplace a Comsat for a player and it will stil be owned by that player and he can scan with it, then you can move it anywhere and he will still own it and he can still scan.



🤙🏾

Feb 21 2013, 2:48 pm Veta Post #6



Quote
You can preplace an add-on to a building in SCMDraft and then move it by selecting it and using Ctrl+arrow keys to keep it attached to the building despite being far away from it. From there you should be able the give the building (even though it could be on the other side of the map) using triggers to change the owner of the add-on.

doesn't solve this particular issue but helped me out with something completely different, what a protip. ty roy

Quote
I know you can just preplace a Comsat for a player and it will stil be owned by that player and he can scan with it, then you can move it anywhere and he will still own it and he can still scan.

I'll see if I can do this, I know you can't give add-ons to other players but maybe stacking some preplaced ones under buildings could work



None.

Feb 21 2013, 2:48 pm Biophysicist Post #7



You can't however spawn a ComSat halfway through the game like that, unfortunately, which is what OP wants.



None.

Feb 21 2013, 3:07 pm Veta Post #8



kool, problem solved I'm going to go with what TF- suggested. thnx for the suggestions/ideas



None.

Feb 21 2013, 3:17 pm TF- Post #9

🤙🏾

:wtfawesome:



🤙🏾

Feb 21 2013, 5:26 pm jjf28 Post #10

Cartography Artisan

You can create addons for p1-11 mid-game.


Start with two locations in an area that is guaranteed empty, like so



Then trigger something like this...

Trigger
Players
  • Player 1
  • Conditions
  • Always
  • Actions
  • Create 1 addonType at 'addon' for current player
  • Create 1 addonsBuilding at 'Main Building' for 'current player' with properties 'lifted'
  • Remove all addonsBuilding for current player
  • Move all addonType for 'current player' at 'addon' to 'destination'


  • Side effect: the addon will retain the attached look


    without the green line from SCMDraft ofc





    zzt first mentioned this, here, i've used it in the attached map, last trigger for p2 and for force 2.

    Attachments:
    Beta 8.5.4.scx
    Hits: 2 Size: 179.37kb

    Post has been edited 1 time(s), last time on Feb 21 2013, 5:31 pm by jjf28.



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    Feb 21 2013, 6:57 pm Wormer Post #11



    Wow! jjf28 this is amazing, thanks for revealing the info! =) I was pretty sure it was impossible to make addons for players via triggers before. Still learning new suff about SC. Very interesting behaviour. If I understand right, it's possible to have an addon attached to a building on a distance. Might be used to make units that require addon from a building without it, right?



    Some.

    Feb 22 2013, 7:44 am Veta Post #12



    Oh wow that's really good jjf28.



    None.

    Feb 26 2013, 11:59 pm rockz Post #13

    ᴄʜᴇᴇsᴇ ɪᴛ!

    Quote from Wormer
    Wow! jjf28 this is amazing, thanks for revealing the info! =) I was pretty sure it was impossible to make addons for players via triggers before. Still learning new suff about SC. Very interesting behaviour. If I understand right, it's possible to have an addon attached to a building on a distance. Might be used to make units that require addon from a building without it, right?
    You can preplace buildings too and have them linked. I do not recall the exact method to do it in scmdraft, but there's a spot in the map for "attached" unit based on Unit Placement ID. It's only used for addons and nydus worms though IIRC.

    I used it to have a machine shop which could be given to the player and taken away by walking up to it. Then by researching something, it would trigger a gate attached to it, cancel the research, and play a wav of a gate creaking. I also turned off the vision of the player so they can't see the factory (if you lift the factory everything breaks).



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