Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: 2X2 Building Ling Can't Run Through
2X2 Building Ling Can't Run Through
Feb 29 2008, 8:49 pm
By: Shook1(ConFed)  

Feb 29 2008, 8:49 pm Shook1(ConFed) Post #1



So I am creating a Bound RPG which I will be displaying later on, and I have run into a problem. I need a 2x2 building that can be used as a blockage but also a Ling can't run through it. I first used the Machine Shop but here is what happened. I did a trigger for Player 8 to create 1 machine shop in "x" location. That worked fine of course but when the bound level was over and I wanted to take the Machine Shop out...it wouldn't leave. So I tried everything I could from Missile Turrets, Nydus Cannals, Sunken Colonys, and even a Mineral Field. Basically it is used to block a path for bounding but the Ling can't hop through it. If there is something I might of done wrong with the Machine Shop then I have no clue what it is. Can I get a suggestion, or maybe a building that will work please? Thanks!



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Feb 29 2008, 9:10 pm y10k Post #2



Created (not preplaced) addons will be given to Player12, so check player in your remove action.



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Feb 29 2008, 9:42 pm Shook1(ConFed) Post #3



So I would then what, have to do player 12 triggers to remove the addons? If that is so, is that possible in the P12 mode of SCXE?



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Feb 29 2008, 10:07 pm who Post #4



Just make the trigger remove the Machine Shop for P12 (Neutral in SCMDraft), since the addons are given to P12. I'm not sure about SCXE, but I suggest you use SCMDraft instead.



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Mar 1 2008, 5:09 am FooFighters Post #5



SCMÐraft is the only program for that complex stuff... {+ SCM is way better then SCXE}



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Mar 1 2008, 8:14 am frazz Post #6



SCXE is very very bad for p12.



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Mar 2 2008, 2:51 pm Centreri Post #7

Relatively ancient and inactive

I think there were some player 12 SCXE triggers lying around somewhere, but I don't even know how the hell you install them, let alone where they are. SCMDraft is your best option.



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Mar 2 2008, 3:24 pm Falkoner Post #8



I remember those from old SeN... The best way would be just to make the triggers in SCM then port them over, or you could just stick with SCM..



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Mar 2 2008, 6:17 pm Shook1(ConFed) Post #9



Okay well I figured it out using the SCMDraft Trigger system and moving the trigger to Remove all "Units" for "Neutral" at "location" for all players...

Thanks for your help guys!



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[02:29 am]
Symmetry -- TFW you google a problem and find the answer in a post you made yourself
[01:46 am]
Oh_Man -- How can i change my name here to put [TFE] on the end will thr website let me
[06:02 pm]
Zoan -- of course it isn't full understanding. You could ask "is the mechanism by which this counterexample blows up the ONLY mechanism possible for an initial configuration to blow up?"
[05:48 pm]
Zoan -- ppl do it all the time in PDEs
[05:47 pm]
Zoan -- Heinermann
Heinermann shouted: it also didn't solve that problem but hey as long as the investors are pleased
Constructing a counterexample is answering the question: "Is Navier Stokes well posed?" in the negative
[05:44 pm]
NudeRaider -- I only heard about it, didn't any news article, so what did it do then?
[05:43 pm]
Heinermann -- it also didn't solve that problem but hey as long as the investors are pleased
[05:39 pm]
NudeRaider -- I have no idea tbh. All I know no human was ever able to solve it, but there's at least a few that beat portal ;)
[05:32 pm]
Zoan -- Navier Stokes is not that esoteric I thought
[04:32 pm]
NudeRaider -- Zoan
Zoan shouted: I find it kind of sad that on the same day it was announced AI solved Navier Stokes, it was also announced AI beat Portal, and there's a good deal of people who don't know which is more impressive
you find it sad not everyone is a math nerd?
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