Hello
Does anyone know if there's a way to require the player to connect to a CRPL core to finish the map after all the emitters are destroyed?
One thing you can do is place a standard in-game shield key beneath it, it has to connect to the shield key before you can win,so it seem like you need to connect to the CRPL core.
Quote from: driesemol on August 23, 2015, 05:26:09 PM
One thing you can do is place a standard in-game shield key beneath it, it has to connect to the shield key before you can win,so it seem like you need to connect to the CRPL core.
or a tech artifact. smart
You can make the cores connectable, and make it accept ammo, set the max ammo to 1, and then when the core's ammo goes from 0 to 1 it's connected and has received a packet. Boom, mission over.
once
self CONST_CONNECTABLE true SetUnitAttribute
self CONST_COUNTSFORVICTORY true SetUnitAttribute
self CONST_NULLIFIERDAMAGES false SetUnitAttribute
self CONST_CANREQUESTAMMO true SetUnitAttribute
self CONST_MAXAMMO 1 SetUnitAttribute
self CONST_AMMO 0 SetUnitAttribute
self CONST_REQUESTPACKETS true SetUnitAttribute
endonce
self CONST_AMMO GetUnitAttribute 1 eq if
self 2 destroy
endif
that's a nice solution, however, what if I guppy it?
Yes, that solution can be guppied. You could figure out some elaborate workaround, or maybe just protect the CRPL Core with an AE Tower.
thanks! it's still a good idea