Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Anti-Lift not working
Anti-Lift not working
Jan 15 2009, 8:45 pm
By: alexpnd  

Jan 15 2009, 8:45 pm alexpnd Post #1



my anti-lift trigger is not working. almost identical to the one in the tutorial.
I have a command center with an attached nuclear silo. I have a location the exact same size as the command centre with the land activation properties disabled. I have the trigger firing with the bring command to this location, and I even went as far as making another location in the same spot with the land activation enabled and created new a command centre there but it says unit unplaceable. Any pointers?



None.

Jan 15 2009, 8:59 pm CecilSunkure Post #2



All you need to do, is in the editor click on the location, then enter its properties most likely by hitting enter. Then after that check the flags that you want the location to apply to. I can't remember if there is a lifted building flag that is specific to just buildings, but if not just uncheck all ground detecting flags.



None.

Jan 15 2009, 9:00 pm Biophysicist Post #3



What's the terrain under it? If it's unbuildable, the CC won't spawn on it. And are there other units there?

EDIT: @above: I think he said he already tried that.



None.

Jan 15 2009, 9:36 pm Toothfariy Post #4



well it could only be a couple things

1, theres another unit underneath it where ur trying to put it
2, the terrian is unplaceable
3, the triggers are putting it to the wrong location

what i would do is try simply creating it off the bat from the location and see waht happens, if its still unit unplaceable then its obvious that its a terrain or unit thing

and idk maybe try using hyper triggers, that could speed it up or somthing and maybe it'll produce different results



None.

Jan 15 2009, 9:39 pm alexpnd Post #5



Hey yeah the terrain was passable but not that particular area. Thanks for the heads up it works perfectly now. Its the editor allowing any placement that threw it off. iI have another question in a new thread now so feel free to go there haha.



None.

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[06:28 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.
[06:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[06:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[02:28 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
[02:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[08:51 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
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
[2026-7-14. : 11:43 pm]
Ultraviolet -- let's take each other's clothes off :teach:
[2026-7-14. : 11:03 pm]
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