Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED]how do u make a carrier have interceptors
[SOLVED]how do u make a carrier have interceptors
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Sep 6 2007, 5:20 am
By: blacklight28  

Sep 6 2007, 5:20 am blacklight28 Post #1



how do u make carriers start with interceptors?



None.

Sep 6 2007, 6:01 am Echo Post #2



Modify hangar count to 4. Pre-Upgrade carrier in editor to make it have 8. If you put 8 without upgrading, you will get only 4.



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Sep 6 2007, 12:50 pm Falkoner Post #3



Or you can create unit with properties and give it 8 in it's hangar to start with, there is no need to do 4 since if it IS missing the upgrade 8 will only give 4. The only problem with this is that it takes up CUWP slots.



None.

Sep 6 2007, 3:50 pm Blah Post #4



You can do this using trigger(s) too.





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Sep 6 2007, 7:08 pm Money Post #5



That trigger is commonly used for reavers and scarabs, so I guess it could be missed when a carrier is in thought.



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Sep 6 2007, 8:08 pm Echo Post #6



Quote from moneylover
That trigger is commonly used for reavers and scarabs, so I guess it could be missed when a carrier is in thought.
It works for any unit that requires another unit to be built inside it.

Quote
You can do this using trigger(s) too.
Repeat of what I said.



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Sep 6 2007, 9:45 pm blacklight28 Post #7



thx everyone



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Sep 6 2007, 10:39 pm MindArchon Post #8



If you create the carrier and then use set hangar count, you will not use up a CUWP slot. Much superior choice in my opinion.



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Sep 6 2007, 11:08 pm Ei47 Post #9



Modify unit Hanger count for all carriers at location anywhere, set to 8
Make sure interceptors are enables to build, or i don' think it works.



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Sep 7 2007, 4:33 am blacklight28 Post #10



i already got it everyone so u can stop posting!



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Sep 7 2007, 4:59 am Roy Post #11

An artist's depiction of an Extended Unit Death

Ah, you modify the hangar count! Thank me later...

Rofl this topic was answered at the 2nd post.




Sep 8 2007, 3:49 pm Fallen Post #12



Lol yes it was but everyone just seems to post the same things... its weird
But if you use triggers to give interceptors and you have lots of carriers you max the map way to fast. SO triggers are the best in the intance of a couple carriers. So watch out for that.



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[02:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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