Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Moving powerups?
Moving powerups?
Jun 4 2011, 2:10 am
By: iCCup.xboi209  

Jun 4 2011, 2:10 am iCCup.xboi209 Post #1



Hey is it possible to move powerups like the Flag by using triggers? Doesn't seem to work for me



None.

Jun 4 2011, 2:31 am Roy Post #2

An artist's depiction of an Extended Unit Death

I believe power-ups can be moved. Are you trying to specify the wrong player? Have you tried using "Any Player"? Power-ups should be responsive to the player for they were originally placed, but you can try this to see if it fixes the problem.

If you can't get it to work, there is always the option to remove and re-add power-ups via triggers.




Jun 4 2011, 3:44 am Vrael Post #3



I think theres a problem with powerups not counting in locations, or something screwey like that. I'm not 100% sure. So if you have a trigger like "Current Player brings 1 Flag to Location X -> Move 1 Flag at Location X to Location Y" then the trigger won't fire. It might be the conditions of your trigger, not the action.



None.

Jun 4 2011, 4:39 am UnholyUrine Post #4



You can definately move Powerups like Flag.

Double check your trigger conditions
also Double check where you're moving the flag.. it may be unplacable, which'd cause it not to move.



None.

Jun 4 2011, 5:22 am Oh_Man Post #5

Find Me On Discord (Brood War UMS Community & Staredit Network)

I don't know about MOVED but these powerups can't be created, meaning you have to preplace them before the game starts.
Mineral Chunk 1
Mineral Chunk 2
Vespene Orb 1
Vespene Orb 2
Vespene Sac 1
Vespene Sac 2
Vespene Tank 1
Vespene Tank 2

So basically all the Resource powerups, the ones you see SCVs/Drones/Probes carrying.




Jun 4 2011, 6:43 am Lanthanide Post #6



Powerups can definitely be moved. From the Quirks and Nuances wiki page:


Quote
  • Moving a powerup will move it directly on top of any ground unit that may be in its way. The ground unit beneath will immediately become non-solid, and try to move to an unoccupied position. This allows units to become temporarily stacked.
  • Powerups will not be detected by [any unit] in conditions, instead you must check for the powerup itself. [Any unit] will work as actions on powerups, however.




None.

Jun 4 2011, 6:47 am Wormer Post #7



This shows they can be moved: MovePowerupsTest.scx
Also, powerups can only be placed aligned to a grid. If there is an obstacle like wall or unwalkable doodad nearby powerup, will fail to move.
Powerups may be moved over men, which will cause displacement.
Powerups change player owner when he takes the powerup with a worker.

EDIT:
Quote
  • Powerups will not be detected by [any unit] in conditions, instead you must check for the powerup itself. [Any unit] will work as actions on powerups, however.
Good point. They are also neither men nor buildings in conditions. When using these groups powerups won't detect as such even with modifiers at most and exactly.

Post has been edited 4 time(s), last time on Jun 4 2011, 7:00 am by Wormer.



Some.

Jun 4 2011, 8:40 am O)FaRTy1billion[MM] Post #8

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Quote from Wormer
Also, powerups can only be placed aligned to a grid.
Since when? They are the size of 1 grid unit, but they can be off center. :\



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