I was wondering how do you make glowing beacons (owned by computer players) that you cant select. I know how to make unselectable beacons but they don't glow. I would really appreciate some help.
Thx
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Do you mean glow by you can only see the overlay? If so, disable the doodad state of the beacons, and have an observer/scanner sweep unit to "detect" it. Remove or kill it afterwards, and after the vision is gone, the glow should be the only thing visible
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Does the 'dection' of the beacon have to be from someone on your team or someone in general had to detect it?
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An artist's depiction of an Extended Unit Death
The detection has to be to you and/or an ally with shared vision on, or else it will just look like a normal beacon that you can't select.
Also, you don't have to remove/kill it to have the "glow effect," just disable the beacon and reveal it to the players by means of an observer, turning shared vision on, etc. and unrevealing it (by getting rid of the detection/shared units).
When i said remove/kill it, i was referring to the detector unit.
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Its not working

I have players 1-6 (humans) have vision of all the map and the beacon is owned by player 7 (computer) thats allied and visioned with them. Would any of this effect the glowing beacons or is it just the way i did the triggers?
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An artist's depiction of an Extended Unit Death
Okay, once you disable the doodad state of the beacon, according to the information you've given me, the beacon should look like it's cloaked. If this is true, then move on to the next paragraph. If it is false, continue reading. You may have done the trigger wrong. Recheck the trigger to disable the beacon (note that you can only use the 'disable doodad state' for one unit at a time).
Once you have the cloaked beacon look, you need to deactivate the shared vision with player 7. Turning the vision off will make the beacon disappear, except for the "glowing" effect you wish to create. Simply have a trigger (owned by the players) that uses the AI script "Turn off shared vision for player 7."
So the breakdown is:
- Have shared vision with player 7 on
- Disable doodad state for the beacon
- Have shared vision with player 7 off
An easier way is to pre-place scanner sweeps wherever the beacons are (still disabling them with triggers).
Also make sure that you disable one beacon at a time, because it usually doesn't work when you do more than one at once. Have a location around every cloaked beacon, and use the disable action for each.
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1 at a time as in 1 trigger per beacon?
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An artist's depiction of an Extended Unit Death
No, 'one at a time' as in one "Disable Doodad State" for each beacon. So if you have 5 beacons, the trigger will look like this:
- Disable doodad state for beacon owned by player 7 at location1
- Disable doodad state for beacon owned by player 7 at location2
- Disable doodad state for beacon owned by player 7 at location3
- Disable doodad state for beacon owned by player 7 at location4
- Disable doodad state for beacon owned by player 7 at location5
Also make sure that you disable one beacon at a time, because it usually doesn't work when you do more than one at once. Have a location around every cloaked beacon, and use the disable action for each.
O.o you made that sound like new information, even though I posted right before you did...
An easier way is to pre-place scanner sweeps wherever the beacons are (still disabling them with triggers).
That won't work because he has shared vision with player 7 on already. You forgot to add the prefix "Get rid of the shared vision with player 7 trigger, and do this instead:"
Does it make a difference if its a terran beacon or a protoss beacon? And for some reason i always get 1 beacon that doesn't get disabled...
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No, 'one at a time' as in one "Disable Doodad State" for each beacon. So if you have 5 beacons, the trigger will look like this:
- Disable doodad state for beacon owned by player 7 at location1
- Disable doodad state for beacon owned by player 7 at location2
- Disable doodad state for beacon owned by player 7 at location3
- Disable doodad state for beacon owned by player 7 at location4
- Disable doodad state for beacon owned by player 7 at location5
I understand the disabling part, just not making the beacon glow... (create detector and all that)
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An artist's depiction of an Extended Unit Death
Ah... Basically you need to start with the players being able to see player 7's units. You can do this by pre-placing a scanner sweep over the beacon, creating a detecting unit (i.e. observer) over the beacon, or turning shared vision on.
When you disable the beacon, it will look like it's cloaked. This does not give the effect you want. You must make it so the players cannot see player 7's cloaked beacon. Therefore, you must undo whatever you did to reveal the beacons. If you pre-placed a scanner sweep or if you created observers, you have to kill/remove them. If you turned shared vision on, you have to turn it back off. Once the revealing factor is removed, only the glowing affect will be visible to the players.
The type of beacon does not matter. Terran beacon, Protoss beacon, Zerg beacon, flag beacon, regular beacon - The procedure is the same.
As for the one that won't disable, check the triggers again. Remember that you need 1 "disable doodad state" for
each beacon. You can't put a location over two beacons and try to disable them together, or even run the trigger twice. You have to put a location over each individual beacon, and assign a "disable doodad state" action to each.
Alternative method:
Player x (Doesn't Matter)
Always
Disable doodad state for Beacon* for Player 7 at 'Location*'.
Disable doodad state for Beacon* for Player 7 at 'Location*'.
Disable doodad state for Beacon* for Player 7 at 'Location*'.
Disable doodad state for Beacon* for Player 7 at 'Location*'.
Disable doodad state for Beacon* for Player 7 at 'Location*'.
Give all Beacons owned by player 7 at 'anywhere' to player 1.
Give all Beacons owned by player 1 at 'anywhere' to player 2.
Give all Beacons owned by player 2 at 'anywhere' to player 3.
Give all Beacons owned by player 3 at 'anywhere' to player 4.
Give all Beacons owned by player 4 at 'anywhere' to player 5.
Give all Beacons owned by player 5 at 'anywhere' to player 6.
Give all Beacons owned by player 6 at 'anywhere' to player 7.
Post has been edited 5 time(s), last time on Nov 24 2007, 4:43 am by Roy.

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
Ha, I like that alternative method.
Because his problem might have been that either 1 beacon wasn't revealed or the shared vision trigger was too late (takes about 4s from starting event to kick in) to show the beacons while still disabled.
Both can't happen with the alternative method.
Just 1 question: Roy, did you test the method?
Because when looking at it it could be that giving it to the next player within the same game tick (without a wait inbetween) may be too fast. - Just a concern, don't know that...
Making the beacon cloaked makes it glow because the beacon units have overlays, and when the beacon is cloaked, the overlay is the only part you see.
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It's much easier to just preplace a scanner sweep, since they automatically die.
By the way, you don't need that wait, just killing/removing the obs instantly will still give you the vision.
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Yes, but having a bunch of scanner sweeps at the beginning of the game looks unprofessional, and while it sometimes works without the wait, the wait guarantees it to work.
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
The Beacons are owned by Player Y who is not Player 12 (Neutral).
....Conditions:
Always
....Actions:
'Disable' doodad state for 'Beacon' owned by 'Player Y' at 'Beacon Location'
Give '1' Beacon from 'Player Y' to 'Neutral'
Center Location 'Beacon Location' on 'Beacon' owned by 'Player Y' in 'Anywhere'
.
. (copy the triggers above for every beacon existing...; 10 beacons in the map -> you need the triggers 10 times)
.
Execute AI script 'Turn ON Shared Vision with Player X'. //
Wait '0' milliseconds.
Execute AI script 'Turn OFF Shared Vision with Player X'.
best method ever... the terrain will NOT be revealed.