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JTG2003
08-13-2004, 1:13 PM
I am using 'Starcraft X-tra Editor' as a camaign editor. In this, I have access to traps (floor gun turrets, wall gun turrets, etc). However, whenever I try to 'Create 1 floor gun turret' It never works. Is this not possible or do I have to do it some other way?

Any help is appreciated. Thanks, Jeremy

EdvardMunch
08-13-2004, 1:17 PM
Sadly you cannot create traps in-game. Just like scarabs and interceptors, they're units StarCraft doesn't recognize as being creatable. You could probably place a bunch of them in a corner and then move them one at a time, but that's only a finite supply.

King_Templar
08-13-2004, 1:17 PM
If i'm not much mistaken, you can't "create" the traps with triggers. It just doesn't work. You can use doodad state to make them not attack, or to make them attack any enemy that gets near.

Edvard (did i spell that right?) beat me to it.

BTW, edvard, i don't know when you joined, but i joined Warboards May 20th. Look at my post count! I'm active! (note: The stuff after the BTW is there because everyone seems to make jokes to Edvard about his post count.)

Basan
08-13-2004, 2:06 PM
Yup. They're right. U can't create traps with triggers. But I think u can move'm, tough. Remember 2 keep'em idle (they belong 2 a Neutral Player that becomes our enemy when they're moved), be4 u move'em 2 the place u want'em 2 be... 4 what ever u want'em 2 do. ;)

Merge Add: Hope this helps... ;)

EdvardMunch
08-13-2004, 2:15 PM
BTW, edvard, i don't know when you joined, but i joined Warboards May 20th. Look at my post count! I'm active! (note: The stuff after the BTW is there because everyone seems to make jokes to Edvard about his post count.)
As far as I know, only SikawticPaladin has made comments about my post count, and that's because we have a fun post count rivalry (maybe I can beat him to 600?). If someone makes an Intellectual Roundtable discussion bad mouthing movies I'll sail to 600 easily.

I joined February 8th (which, I believe, was WarBoard's opening day to the public) and am the 52nd member of WB. For someone who joined way back then, my post count is, indeed, ridiculously low. I only average about 2.68 posts per day.

Sikawtic
08-13-2004, 3:49 PM
why would you want to 'move' traps??? y don't you just put them where your genna put them, and set them to disabled???

EM: hmmm... 600... hmmm... no way :D

EdvardMunch
08-13-2004, 3:50 PM
Probably because if a trap is destroyed, he can replace them.

Signs you go to Fark too much:

http://www.starwars.com/databank/character/admiralackbar/img/movie_sm.jpg

It's a trap!

Sikawtic
08-13-2004, 3:58 PM
Fark??? anywayz, edvard: i created a movie review thread. i figured it would be cool to see what fellow WBists think about movies. [/offtopic]

JTG2003
08-13-2004, 4:59 PM
The reason why I dont just put them there beforehand, is because they are part of a spell. I want the traps to be available at a location that is following a unit the player controls. It wouldn't be any use to have it be somewhere totally unrelated. I think I will move them..thanks. Maybe when they get down to a certain level of HP i move them back away..might be buggy though.

Thank you!

Problem Occured!!!

Traps do not seem to want to move!

As is, I have a little system set up. This is for an RPG btw. Im going to use Player 1 as an example. Player 1 owns 1 hero. There is a location labled 'Player 1' always following that hero. I have a location labled 'Trap Storage' which is in an out-of-the-way place. This is where all the traps are. Player 7 is the good NPC. Player 7 controls towns, buildings...basically anything good. Player 7 also owns the traps that are not in use. There is a location labled 'Player 1 Trap' that will center itself around the location that the player cast the spell. This will be used to modify the traps HP and to check to see if the player already cast the spell. When I run the trigger that I will post below, I know it works because I get the message 'Cast Spell' but the trap never moves. I tried it a different way by moving the 'Trap Storage' nearby. Then I used the spell while next to the trap. The trap was given to me, but it neither moved nor was enabled. This is the trigger (I will put stuff in parenthesis to explain why i did some things, though you may not need it):

Players:
Player 1

Conditions:
Current player brings exactly 1 Terran Civilian to 'Cast Spell 3'.
(Don't worry about this)
Current player brings exactly 0 Floor Gun Trap to 'Player 1 Trap'.
(Just to make sure that the player hasn't already cast the spell)

Actions:
Display for current player: Cast Spell
(If this displays, I know it at least got this far)
Move 1 Floor Gun Trap for Player 7 at 'Trap Storage' to 'Player 1'.
(Moves the trap from storage to next to the hero..well, it should)
Give 1 Floor Gun Trap owned by Player 7 at 'Player 1' to Current player.
(Player 7 currently owns it, so it gives the trap to player 1 (near hero))
Center location labled 'Player 1 Trap' on Floor Gun Trap owned by Current Player at 'Player 1'.
(Puts the location for the trap on the trap)
Enable doodad state for Floor Gun Trap for Current player at 'Player 1 Trap'.
(Self explanitory)
Preserve Trigger.


The place where the problem seems to occur is the 'move floor gun trap' and the 'enable doodad state' which are two VERY crucial parts. I know the location part works because I did a little testing.

So maybe you can't move traps after all? :( Well..anyone know?

Basan
08-16-2004, 11:08 AM
Players:
Player 1

Conditions:
Current player brings exactly 1 Terran Civilian to 'Cast Spell 3'.
(Don't worry about this)
Current player brings exactly 0 Floor Gun Trap to 'Player 1 Trap'.
(Just to make sure that the player hasn't already cast the spell)

Actions:
Display for current player: Cast Spell
(If this displays, I know it at least got this far)
Move 1 Floor Gun Trap for Player 7 at 'Trap Storage' to 'Player 1'.
(Moves the trap from storage to next to the hero..well, it should)
Give 1 Floor Gun Trap owned by Player 7 at 'Player 1' to Current player.
(Player 7 currently owns it, so it gives the trap to player 1 (near hero))
Center location labled 'Player 1 Trap' on Floor Gun Trap owned by Current Player at 'Player 1'.
(Puts the location for the trap on the trap)
Enable doodad state for Floor Gun Trap for Current player at 'Player 1 Trap'.
(Self explanitory)
Preserve Trigger.


The place where the problem seems to occur is the 'move floor gun trap' and the 'enable doodad state' which are two VERY crucial parts. I know the location part works because I did a little testing.

So maybe you can't move traps after all? Well..anyone know?

JTG2003,

Maybe u can trade the enable doodad state by another "give the trap to another player" action. That would do the trick, I believe.
4 the move trap actions, u can try out 2 have'em idle in the spot and only later move'em 2 certain locations (spell area) after the 1st set of traps is destroyed (with a switch 2 set the 2nd wave of'em)... It's uncertain how it will work, tough. :devil:

Try 2 load that trigger into a new map and test it there. Keep only the one with the traps, and the rest of'em simply delete.

I think they'd move, but afterall it seems that they won't!
A few time ago I noticed that burrowed units (Lurkers in that case) won't be teleported (moved) 2 different locations in a map my cousin made. Maybe it'll apply also 2 traps... who knows?
Also ask the folks around here by PM (Private Msg), like the Starchitects (I know that BSTRhino is 1 of'em) or some other modders around WB.org 4 help on this matter... They'll surely know! Remember 2 send the link of this thread also (in the PM).

peace_machine
08-17-2004, 5:02 AM
I am pretty sure moving traps is impossible, it is impossible to move any other doodad so why should traps be any different?

EdvardMunch
08-17-2004, 10:33 AM
Grrr, he's right. I ran a little test map and you can't move traps or doors (felt like experimenting). That's what I get for assuming.

Basan
08-17-2004, 11:46 AM
Ops.... me 2! That's what I'll get 2 blow it it out at the 4 winds without previous testing. :(

protoast
07-20-2007, 1:44 AM
Hi, I'm new here. Say, is there a way to make the floor guns attack any player when their unit gets near it or something?

Thanks in advance.

JarquaFelmu
07-20-2007, 11:36 AM
Welcome to WB's proto... oh dear no! Not another proto! Heh, anyways, hope you enjoy your stay here.

By the way, what you just committed here was thread necromancy. Bad idea, its actually a big no-no in the rules if you read 'em. So please let dead threads stay dead in the future.

As far as your question goes, after enabling the doodad state for the turret then all you would have to do is give ownership of the turret to an enemy force. Its either that or just enabling the doodad state should make it "enemy" your going to have to experiment.