Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Stationary Siege Tanks
Stationary Siege Tanks
May 13 2008, 2:05 pm
By: Cardanis  

May 13 2008, 2:05 pm Cardanis Post #1



So, I've got a map where you basically run around and grab up territories by touching beacons. Some territories are considered gun towers, and have a turret and a sieged siege tank there. All of these buildings/beacons are originally owned by Player 12 (neutral).

I'm wondering how I can make it, when they get control of the tank, to not be able to unsiege it? I know if I remove the siege tech for all the players that would do it, but I also use the siege tank as an actual unit, being able to siege and unsiege it. So im wondering, if I disable the option for siege for the 12th player (if thats even possible, theres an option to do it, but I ha ve doubts that it will hold), and then give the unit to a player, will the lack of siege ability stick? Or will it be able to unsiege due to the player having the tech to do so?



None.

May 13 2008, 2:09 pm Moose Post #2

meme

The best solution would be to make seige unresearchable, but enabled. Use hero tanks for tanks that are supposed to fight and regular seiged tanks for ones that are the territory markers.




May 13 2008, 5:55 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

All tech and upgrades are player based. All units of the same player have the same tech and upgrade statuses.
Heroes always have their abilities researched, but that doesn't influence the tech status of the player. When you give non-hero units carrying a tech that is not disabled for the target player to him he will automatically research this tech, so all other units have this ability too.




May 13 2008, 10:14 pm Falkoner Post #4



I think the best solution would be to remove the tank if it is unseiged, and then just replace it. Other methods don't work very well with how you want to be able to use normal tanks too.



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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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