Add-on trouble
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Jul 21 2009, 12:25 am
By: Exigence  

Jul 21 2009, 12:25 am Exigence Post #1



hey, this is my first post, so i'm sorry if i'm not specific enough or anything.

Anyways, this is my situation..
In my game, buildings are swapped from player to player using the Action: Give units to player.

Here's my problem:
Buildings with Add-ons (connected) will automatically give the Add-on to the Player controlling the factory and starport. What I want is for the Add-on to be a separate unit to be captured. Placing the Add-on to a different player will not work. Having the Add-on created using a Trigger will spawn detatched. I would be satisfied with either that Add-on being created through triggers attached, or if the machine shop can somehow not be accessible until I want it to be for the Player.

Any suggestions? :( -Steve



None.

Jul 21 2009, 12:37 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Create the building after you make the addon.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 21 2009, 12:57 am Exigence Post #3



i need the building in order for it to captured itself. It's there so you can get the Vulture and Goliath. The way I'm making this game is so that the siege tank is a Tier up from those.. im struggling on how to make it work that way though :flamer:



None.

Jul 21 2009, 1:31 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from Exigence
i need the building in order for it to captured itself. It's there so you can get the Vulture and Goliath. The way I'm making this game is so that the siege tank is a Tier up from those.. im struggling on how to make it work that way though :flamer:
Capture building
Capture addon -> remove building -> create building.

I don't see a problem.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 21 2009, 1:43 am Exigence Post #5



that would work, but it would cancel any mid-production within the building



None.

Jul 21 2009, 1:47 am poison_us Post #6

Master has given Dobby a doctorate! Dobby is free!

But so would giving the factory to another player...
Best advice: make the add-on unattached [place add-on, then factory], or do what rockz said.

EDIT: You could make the add-on offset by a couple pixels to make it permanently unattached, and have a separate "give" command.




Jul 21 2009, 2:01 am Exigence Post #7



its hard to explain the situation i guess unless i gave a full rundown of the map... but basically, the factory can be rescued (by triggerwork, not by rescuable player). A part of the strategy of the game is to cancel your production before another player captures it (to save resources). But the addons can be taken control of after capturing something entirely different (a power generator to be specific).. which is a different system in the game, an upgrade system working by tier 1 to 4. At tier 3, you receive a machine shop (if having a factory). Therefor, if somebody gets to Tier 3, and is building a unit from the factory... they would lose their own unit. I personally don't think it's possible :P i was just wondering if somebody knew something I didn't about how addons can be applied



None.

Jul 21 2009, 2:03 am Exigence Post #8



I've tried using the give command. It would stay unattached (even if connected to the building already) It has to be attached in order for it to be used for anything. (upgrades dont work / no siege tank )

EDIT: oh did you mean to be able to manually lift off the building and attach it?



None.

Jul 21 2009, 2:09 am rockz Post #9

ᴄʜᴇᴇsᴇ ɪᴛ!

It's not possible, and it's not possible to BUILD one while building a unit.

Wait until the unit is finished building then replace it if you really want to do it that way.
Move works apparently.

You can't give addons. Preplaced addons are the only way to get a non p12 unattached addon.

Post has been edited 1 time(s), last time on Jul 21 2009, 2:31 am by rockz.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 21 2009, 2:27 am Exigence Post #10



actually, i made it possible :P
i made it work by 'moving' the factory to a different place and then back. this let the addon attach... it kept the production of the unit and everything.
thanks for your time



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