Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Photon Cannon being powered without pylon
Photon Cannon being powered without pylon
May 17 2010, 2:29 am
By: DeM)s.  

May 17 2010, 2:29 am DeM)s. Post #1



Recently I've been encountering a lot of problems in making my map. :(
Anyway, here's the problem.

Problem:
Making the protoss photon cannon powered without the association of a pylon. I'm pretty sure I've seen it in various maps I just can't get it. (Originally I thought it had to do with the doodad state but the trigger that enables the doodad state isn't making it work)

*Note
I would just use a protoss probe so a pylon can be created but the probe is currently being used for other purposes which makes it impossible for me to incorporate it into that role. Instead I'm using an SCV and a trigger.
Trigger:
Trigger
Players

  • Player X
  • Conditions

  • Player X brings at least 1 Stationary Catapult (Building) to location "Anywhere"
  • Actions

  • Center location "PX CP" on "Stationary Catapult (Building) owned by Player X at "Anywhere"
  • Remove all "Stationary Catapult (Building) for "Player X" at location "PX CP"
  • Move Unit "Worker" at location "PX CP" to locaton "SCV Dump 1"
  • Create 1 "Stationary Catapult" at location "PX CP" for "Player X"
  • "Enable" doodad state for "Stationary Catapult" for "Player X" at location "PX CP"
  • Move all "Worker" for "Player X" at "SCV Dump X" to "PX CP"
  • Preserve Trigger
  • Comment: Player X Catapult Creation




  • None.

    May 17 2010, 5:53 am rockz Post #2

    ᴄʜᴇᴇsᴇ ɪᴛ!

    Enabling a protoss building will power it until a unit is created.

    Just make a trigger which constantly enables it on hyper triggers. Note that you can only enable one unit type per location. It would be wise to move a burrowed unit under each pylon and cycle through the burrowed unit, each time enabling the photon cannon.



    "Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

    May 22 2010, 10:19 am Ranzear Post #3



    Yeah, protoss building power states are reset every time a unit is created or killed and all sorts of other triggers afaik.

    I tried to do this in Zombie Outbreak, and only wound up making it flash powered like a damn strobelight because I have so many units being created and killed constantly.

    What you could plausibly do is make every other turret built be made a pylon instead (and even refund the cash for it), as my map does. Pylons don't work too well for walling anyway

    You can also check for a pylon in the vicinity of a potential pylon and make it a turret instead so you don't get too much overlap, pretty much so any swap-building placed next to the pylon will always be the building instead of a pylon. These are all ideas I had after just making my map build Cannon-Pylon-Cannon and thats all that is allowed for balance.



    None.

    May 22 2010, 12:52 pm Aristocrat Post #4



    I always got around this by disabling player's vision with himself and putting essential units in the fog of war.



    None.

    May 22 2010, 10:01 pm Biophysicist Post #5



    Quote
    I tried to do this in Zombie Outbreak, and only wound up making it flash powered like a damn strobelight because I have so many units being created and killed constantly.
    Did you have hyper triggers?



    None.

    May 25 2010, 1:30 pm Ranzear Post #6



    Quote from Ranzear
    flashed powered like a damn strobelight
    Yes. I would hope that wasn't a dumb question.

    I have units being culled and created every cycle at times; with up to sixteen to nineteen units being created and distributed to random locations three at a time it can definitely get backlogged when calling for more of a particular type.

    Any map with significant action is going to mess with forced doodad power.



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    [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
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    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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