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Staredit Network -> UMS Assistance -> Now both banks AND cannons dont work! :)
Report, edit, etc...Posted by sckor on 2005-04-05 at 03:27:59
I think you do need to constantly enable the buildings, At least to the gateway.
Without the pylon, it will automatically revert back to disabled.
Report, edit, etc...Posted by Heimdal on 2005-04-05 at 08:32:58
sckor, you're not understanding the problem. We're not even trying to enable the gateways!

I'll say it again: Protoss buildings will stay enabled until you create, build, move, give, or lose another building that uses or creates power. The bank triggers were interfering with the cannon triggers because in order to iterate over the banks they were giving the banks to another player.
Report, edit, etc...Posted by Kamikaze.Kow on 2005-04-05 at 09:21:28
ohmy.gif oh, i wasnt sure about that heimdal, i thought it was just the give trigger in general :/ thanks for clearing that up smile.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-05 at 12:35:49
QUOTE(Heimdal @ Apr 4 2005, 07:29 PM)
You can't enable all cannons.  The doodad state action only affects one unit, so if you run it for "everywhere" it only enables the top left cannon.  Hence the iteration with the zerglings.  I'm going to be writing a tutorial on it sometime after I finish my homework tonight.
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Not the top left, The Left Most unit would be the one effected. If there happens to be more than one unit that are the furthest to the left the LOWER one is selected.
Report, edit, etc...Posted by Deathknight on 2005-04-05 at 15:49:53
No, it goes by unit order. Depending how you placed 2 buildings with the same X position, it will select either the top one or bottom one based on the order you placed them in.
Report, edit, etc...Posted by chuiu on 2005-04-05 at 16:37:26
Bolt was basically saying it works off right to left , bottom to top.
Report, edit, etc...Posted by Deathknight on 2005-04-05 at 17:02:45
But it doesn't go bottom to top. tongue.gif
Report, edit, etc...Posted by Heimdal on 2005-04-05 at 17:32:38
It doesn't really matter. The point was that the doodad state action only chooses one unit in the area, so you need to iterate over all of them once the state of a building has been changed.

Here is the fixed map with everything you wanted. I made most of the triggers with Starforge so you should either import the sprites from the other version into this one or just keep using Starforge. All of the triggers are activated by "current player" and I'm using players 11 and 12 to maintain the visited state of the banks and turrets. Therefore you could make this map 4v4 without any additional triggers.

Locations: 5
Triggers: 13

[attachmentid=7395]
Report, edit, etc...Posted by sckor on 2005-04-06 at 05:21:07
I was using Gateways as an example.
I'll test that map.

NVM, Sorry Heimdal.
You only need to enable it once...
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-06 at 11:29:25
QUOTE(Ðeathknight @ Apr 5 2005, 04:02 PM)
But it doesn't go bottom to top. tongue.gif
[right][snapback]180960[/snapback][/right]


Here is the order.
CODE

04  08   12   16
03  07   11   15
02  06   10   14
01  05   09   13
Report, edit, etc...Posted by Deathknight on 2005-04-06 at 17:16:37
QUOTE
Here is the order.


Disproval.scx doesn't think so.
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Report, edit, etc...Posted by LegacyWeapon on 2005-04-06 at 18:02:43
Bolt is saying, if there are multiple units tied for farthest left, then it will go from bottom to top.
Report, edit, etc...Posted by chuiu on 2005-04-06 at 18:30:59
And DK just posted a map where that doesn't happen.
Report, edit, etc...Posted by in_a_biskit on 2005-04-07 at 08:29:07
I think it depends on the action and the type of unit.

For all units, the actions "move location", "remove unit at location", "kill unit at location" and "set doodad state" apply to the leftmost units.

For a grid system using dropships, a location will move to the bottom left of a rectangle of dropships. But the first unit to be removed will be the top left one.
For a grid system using mutalisks, a location will center on the top left one in a rectangle, and the first to be removed is also the top left one. But the second to be removed is the bottom left one - so there doesn't seem to be a rigorous pattern.
So it may change according to the action and the unit.
But in all cases, the leftmost unit is affected first.

Addendum:
Gj DK! that was a cool demonstration.
Report, edit, etc...Posted by Deathknight on 2005-04-07 at 15:57:25
No, it has nothing to do with unit types or action. It just has to do with when the units were created or placed, that determines which it will pick. In the map, all the pylons are placed on the same X position, I just placed them in a different order, not just starting from the top going to the bottom.
Report, edit, etc...Posted by in_a_biskit on 2005-04-08 at 02:24:33
Then why does a dropship grid center location on the bottom one, but remove the top one?
Report, edit, etc...Posted by AcidYoshi on 2005-04-08 at 10:23:09
So is there a way of giving someone the freedom to put the cannon wherever they want and still crystalize it?
Report, edit, etc...Posted by Deathknight on 2005-04-08 at 15:49:43
Excuse me ? AcidYoshi ??


QUOTE
Then why does a dropship grid center location on the bottom one, but remove the top one?

Because the top one moved left? The bottom one moved right? May I ask why you're using an unreliable system?
Report, edit, etc...Posted by in_a_biskit on 2005-04-09 at 09:38:38
DK, I'm questioning your statement earlier by giving a counterexample:
The last time i tried it, I made the trigger:

- Create 6 dropship for player1
- Remove 1 dropship for player1

And the top one was removed. But this trigger:

- Create 6 dropship for player1
- Center "location" on dropship "anywhere" owned by player1

Centers the location on the bottom one.

That doesn't seem consistent with what you've said.
Report, edit, etc...Posted by Deathknight on 2005-04-09 at 13:21:46
It's completely consistant with what I've said. They are created "differently". Depending which way the dropship is facing alters its X position. If you packed those triggers into one, it should do the stuff on the same dropship. You could use the same action and it would affect a different dropship. I thought you meant they were in the same trigger so I was wondering how it would do that.
Report, edit, etc...Posted by Heimdal on 2005-04-09 at 14:53:33
I wouldn't use air units to test this theory - they drift.
Report, edit, etc...Posted by in_a_biskit on 2005-04-09 at 23:59:33
Those were only part of the triggers that I actually used - the triggers in full were more like this (I was experimenting with a mobile grid system):

- Create 6 Dropship at "location1" for player1
- Center location on dropship owned by player1 at "anywhere"
- Kill all dropship for player1
- Center view for player 1 at "location1"
- Preserve

That trigger moved the screen down constantly, so the location must have been centering on the bottom one.
As opposed to:

- Create 6 Dropship at "location1" for player1
- Remove 1 dropship owned by player1 at "anywhere"
- Center location on dropship owned by player1 at "anywhere"
- Kill all dropship for player1
- Center view for player 1 at "location1"
- Preserve

Which also moved the screen down constantly, even though you wouldn't expect it to, because this trigger removes a dropship first. By looking at the explosion pattern, I deduced that the top one, not the bottom one, was being removed.

That's really strange, because the first trigger demonstrates that the location is centered on the bottom one, but the second trigger demonstrates that the first to be removed is not the bottom one but the top one.

Also notice that this is a consistent pattern, so is unlikely to be the effect of the random facing of the dropships, and that the dropships are killed immediately, so there is no "drift" occurring.
Report, edit, etc...Posted by Kamikaze.Kow on 2005-04-11 at 00:23:35
btw heimdal, the map you posted was still glitched..

It wouldnt work when there was more than 1 player.

I fixed it... using deathcounters happy.gif

P.S. (why were we talking about dropships...?)
Report, edit, etc...Posted by Urmom(U) on 2005-04-11 at 17:05:31
thats just the unit they decided to use for proving their theorys.
Report, edit, etc...Posted by Deathknight on 2005-04-11 at 20:03:08
Well these six dropships end up doing the same thing with both actions.
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