Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Attach addon to parent building by trigger
[SOLVED] Attach addon to parent building by trigger
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Aug 19 2012, 9:02 pm
By: theleo_ua  

Aug 19 2012, 9:02 pm theleo_ua Post #1



Example 1:

Place "Terran command Center" in editor
Place "Terran nuclear silo" in editor

Result 1: nuclear silo is attached to command center


Example 2:

Create unit "Terran command Center" at ... (by trigger)
Create unit "Terran nuclear silo" at ... (by trigger)

Result 2: nuclear silo is not attached to command center

Question: how to attach nuclear silo to command center by triggers? Buildings are owned by computer, so "lift off and land manually" - is not an option

Thanks



None.

Aug 19 2012, 9:03 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Not possible unless they are right next to each other.



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

Aug 19 2012, 9:10 pm Roy Post #3

An artist's depiction of an Extended Unit Death

If you create the addon before the Command Center, they will be attached.
If you create the Command Center before the addon, they will not be attached.

That's just how SC works.




Aug 19 2012, 10:11 pm staxx Post #4



Quote from Roy
If you create the Command Center before the addon, they will not be attached.

You can however move the CC to another spot and move it back beside the add-on via trigger to get it to attach.
Just another option depending on his needs for the map.



None.

Aug 22 2012, 2:45 am theleo_ua Post #5



Thanks to all - it works now



None.

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[2026-7-18. : 2:27 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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