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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[02:58 am]
Ultraviolet -- RIVE
RIVE shouted: #MBWMGA
Resident MAGAt approves
[02:20 am]
Symmetry -- I meant more why is it relevant
[07:20 am]
RIVE -- #MBWMGA
[2026-7-13. : 1:11 am]
Symmetry -- https://staredit.net/topic/18903/ can u do it
[2026-7-12. : 7:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[2026-7-12. : 7:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[2026-7-12. : 5:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[2026-7-12. : 5:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[2026-7-12. : 4:57 pm]
Symmetry -- wdym
Please log in to shout.


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