Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Spider Mine Trigger Creation
Spider Mine Trigger Creation
Aug 17 2008, 10:03 am
By: Oh_Man  

Aug 17 2008, 10:03 am Oh_Man Post #1

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

Hey guys I am trying to create a spider mine (using triggers) that is burrowed right off the bat.

Any ideas how I would achieve this?




Aug 17 2008, 10:08 am KyleIs1337 Post #2



Create unit with properties.

Edit: Or just create it ahead of time in a remote location wait until it borrows then move it to where you need it.



None.

Aug 17 2008, 10:40 am 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

It doesn't matter how you create them. They will start out unburrowed and then burrow immediately. They might stay unburrowed for neutral players. Not sure though.

And yes, as kylels said, you need to create them ahead of time to get rid of the animation.




Aug 17 2008, 1:37 pm Brontobyte Post #4



Go and place a bunch of them in a corner of the map, or some arbitrary place that will not conflict with regular game play and have them owned by Player 9. When you want to move them, center a location over top of them, give one of them to a different player, then move that one owned by the different player to the location of your desire.

Post has been edited 1 time(s), last time on Aug 17 2008, 1:57 pm by Brontobyte. Reason: Blah blah blah blah blah



None.

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[07:41 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.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 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
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
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