Staredit Network > Forums > Modding Assistance > Topic: How to make the Nexus emits a pylon field?
How to make the Nexus emits a pylon field?
Mar 29 2014, 2:17 am
By: Arkane  

Mar 29 2014, 2:17 am Arkane Post #1

Poopies. Just Poopies.

Is there a way for me to make the nexus emit a Pylon Field?

Also, is there also a way for a Pylon to be exclusively placed within a pylon field? So there's like a chain of sorts starting from the nexus and it links towards the other pylons. If one of those pylons got destroyed, the other pylons go unpowered aswell as the buildings inside it since it lost its connection to the nexus.



Sort of wish that the SCBW Modding Community was still active. </3

Mar 29 2014, 2:43 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

Making a pylon require the field is easy ... in DatEdit there is a Requires Psi flag in the Advanced units.dat settings. For making a nexus provide the pylon aura, you can try changing the AI actions to match the pylon. I'm not sure what effects this will have or if it will work. Making the pylons go unpowered might be more difficult and require EXE editing, but I'm not sure.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
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Mar 29 2014, 8:24 am Arkane Post #3

Poopies. Just Poopies.

Quote from O)FaRTy1billion[MM]
Making a pylon require the field is easy ... in DatEdit there is a Requires Psi flag in the Advanced units.dat settings. For making a nexus provide the pylon aura, you can try changing the AI actions to match the pylon. I'm not sure what effects this will have or if it will work. Making the pylons go unpowered might be more difficult and require EXE editing, but I'm not sure.

It works! I'm not really too worried about the unpowered part, so I can let that slip.

However, a new problem, of which I'm sure was bound to happen, came up. This one's beyond my modding skills, I'm afraid. the Protoss AI does nothing except build probes and gather. Any work around on this? Or am I forced to construct my own AI for the protoss because of a change in gameplay? xD



Sort of wish that the SCBW Modding Community was still active. </3

Mar 29 2014, 6:44 pm O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

I'm not sure what "Script (Computer)" does that gets replaced, but it could just be that the AIs don't know where to build pylons now.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

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