Starcraft-Portal -- Turret Control

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Turret Control

What is the Turret Control Tutorial?
This tutorial revolves around a concept that stems from an idea in the original Tribes dealing with controlling a plasma turret. If you've never played tribes before here's a small overview of what you can do: Scattered about your base are usually various large plasma turrets and AA turrets - depending on the map you are playing. Some you can simply hop into and blast away at the attacking force. In others you walk up to a terminal and remotely operate one. I really thought this was a neat idea that many games lack and I wanted to somehow fairly incorporate it into everyday StarCraft use. There are many applications to which this small tutorial can apply, and the ideas contained herein can be executed with relative ease and happily - without any modding whatsoever.

The ideas used here apply mainly to the Siege Tank and the Missile Turret. Both can be set to a stationary mode - the Siege Tank in Siege Mode - and the Missile Turret can't move anyway so it works quite well. But if you can come up with other innovative ideas - as the SC community always seems to - by all means don't be limited, get out there and help the community with your cool ideas!

This tutorial is a little basic in its wording; so if you're a skilled StarEdit user you can skip most of the newbie stuff. On with the show...

» The Triggers in Words.
Basically what we want StarEdit to do in words is this:
Player X brings a unit to a specified location (in this tutorial i've renamed the Terran Power Generator to Turret Control). When he brings a unit to that location he will obtain control of the Terran Siege Tank sitting on a ledge. This acts as a remote turret. There is a catch however - whenever the player moves his unit away from that specified location he will lose control of the Siege Tank and it will be given back to Player 3 - which is the neutral player in this case. This signifies the turret as being in-active or unmanned.

» The Triggers in StarEdit Language.

Now that things are explained in full lets get on with the trigger work. The variables below can be modified to suit whatever conditions you want them to apply to so don't worry about changing that much, as long as the core concept is intact.

I've seperated the control of the turret into 2 seperate direct triggers, and 2 indirect triggers. The indirect triggers are simple things and are really self explanatory; you'll want player 3 to be allied with all players, and vice versa - since player 3 is the inactive state of all turrets on the map and you don't want him firing on all the players!


The first direct trigger goes as follows; this trigger lets the specified player control the turret when he brings his unit to the control panel.

-- CONDITIONS --

» Player (X) brings at least 1 any unit to 'Control Turret'

-- ACTIONS --
» Give Terran Siege Tank (Siege Mode) owned by Player 3 at 'turret' to Player (X)
» Preserve trigger


The second trigger goes as follows; this trigger deactivates the turret when the player moves away from the control panel.

-- CONDITIONS --
» Player (X) brings at most 0 any unit to 'Control Turret'.

-- ACTIONS --
» Give all Terran Siege Tank (Siege Mode) owned by Player (x) at 'Turret' to Player 3
» Preserve Trigger

You can change whatever variables, conditions, and actions that are associated with this to cater to your map a little better. This can apply to many things, not just Siege Tanks and Missile Turrets. Enjoy!





 

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