Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Invisible bunkers!!!
Invisible bunkers!!!
Sep 20 2008, 8:34 pm
By: WindowsXPTurion  

Sep 20 2008, 8:34 pm WindowsXPTurion Post #1



I am wondering how you make a bunker that when made, becomes invisible. Like in random bunker defense or mind control spawn defense.



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Sep 20 2008, 8:37 pm Ultraviolet Post #2

We do a little trolling

Make sure the player doesn't have vision to himself, then move the bunker away to some place he can't see. You'll have to have a computer or something giving vision over his area though, so he can see the stuff he is supposed to be working with. I think that's how you do it anyway.



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Sep 20 2008, 8:43 pm Morphling Post #3



Here is my test map i made.

Post has been edited 1 time(s), last time on Sep 20 2008, 9:16 pm by Morphling.



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Sep 20 2008, 9:06 pm WindowsXPTurion Post #4



i tried ur test and it only works once after the first bunker, u cant make anymore.



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Sep 20 2008, 9:20 pm Morphling Post #5



Sorry I messed up. It's fixed now.

Attachments:
Bunker Test.scx
Hits: 3 Size: 40.12kb



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Sep 21 2008, 7:52 pm WindowsXPTurion Post #6



i saw it and I tried everything to figure out why u r able to stack the bunkers under the thing it wont work when i copy exactly what u did.



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Sep 21 2008, 8:03 pm Kaias Post #7



http://www.staredit.net/?p=tutorials&tut=79

"The concept of THIS One is that these Bunkers are loaded, disabled, and MOVED AWAY from the spot. Simple?
The problem is.. where the hell are the bunkers going to move to? well I don't know who figured this out (and whoever did should win a prize) but it seems that Perfectly Stacked Buildings is a place where you can trash the bulky bunkers. It seems that each stacked building still has their own "placement" or "entity" if you like. And in One trigger, you can replace that "entity" by a.. .. Oooh I daresay.. A disabled bunker =D"



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Sep 21 2008, 8:37 pm rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Whenever you remove a building, that space becomes buildable. Since you can stack buildings by preplacing them, you can move buildings onto stacked buildings for as many stacked buildings there are.



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Sep 21 2008, 11:33 pm WindowsXPTurion Post #9



thankyou to all that helped it works fine now



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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
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