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Staredit Network -> UMS Assistance -> Help me with this please....
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-29 at 11:42:03
That would work quite well. I actually started to reply saying your conditions were redundant but then realized how it worked after typing up like a sentance.

One thing I like about mine is the units are loaded one at a time. Like if you load a drop ship one at a time then there moved into the previous ones place and each one is at the closest spot possable. I don't know if the differance would be worth the extra effort.

Just use Biskits.

PS. I hope units from previous bunkers wouldn't mess this up.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-09-29 at 14:58:37
[attachmentid=14279] Y not just change it to 1 unit?
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-29 at 18:41:08
QUOTE(No_Authority @ Sep 29 2005, 10:58 AM)
[attachmentid=14279] Y not just change it to 1 unit?
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We already answered that, the marines enter the bunker one at a time so the second that one marine enters then the bunker is moved even though all the marines havn't enterd yet.

Anyways, i was thinking check how many units you have at the building site and then wait till all the units are in the bunker. It is essentially the exact same thing as your guyses bigger location just checking earlier. I wasn't meaning once they leave the building site then remove the bunker, i was meaning CALCULATE how many there are at the building site, its much different.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-09-29 at 22:30:37
Doesnt the AI script make them all go into the bunker?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-30 at 00:06:10
QUOTE(No_Authority @ Sep 29 2005, 09:30 PM)
Doesnt the AI script make them all go into the bunker?
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Yeah but he doesn't want to use a wait before moving the bunker away and he needs a way to determan when all the units are in the bunker.

do what in_a_biskit wrote out its the best idea.
Report, edit, etc...Posted by Mostly-Harmless on 2005-09-30 at 07:45:57
QUOTE(in_a_biskit @ Sep 29 2005, 05:26 AM)
See, what i'm thinking is that my method is almost identical, if you use Bolt's 'field' location instead of my 'bigger location' - except that it doesn't count the number of men each time.

So:

Trigger
Conditions:
¤ Current player brings at most 0 Beacon to 'beacon start'
¤ Current player brings at least 1 men to 'beacon start'
Actions:
¤ Center location 'bunker' on Beacon owned by Current player.
¤ Remove all Beacon owned by Current player at 'bunker'.
¤ Create 1 Bunker at 'bunker' for Current player.
¤ Move 4 men owned by Current player at 'beacon start' to 'bunker'.
¤ Run AI Script 'enter closest bunker' at 'field'.
¤ Preserve trigger

And 4 of these:

Trigger
Conditions:
¤ Current player brings exactly 1 men to 'bunker'
¤ Current player brings exactly 1 men to 'field'
Actions:
¤ {move the bunker away and recenter locations etc}
¤ {create a new beacon}
¤ Preserve trigger


Takes one less trigger tongue.gif
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why would that be better... I dont want them on the field I want them in the bunker....

you can pretty much eliminate the bring to the field condition cant you?
Report, edit, etc...Posted by in_a_biskit on 2005-09-30 at 08:50:18
"Brings exactly 1 to 'bunker'" doesn't necessarily imply "Brings exactly 1 to 'field'".

The idea is that if BOTH are true, then every unit on the field must be inside the bunker (which is what you want).

For comparison, StarCraft Fortress (one of the Blizzard UMS maps) uses similar triggers to detect when you only have spidermines left, by having three triggers with the conditions:
  • Commands exactly 1 spidermine
  • Commands exactly 1 men
- which means that every man you have must be a spidermine.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-01 at 11:20:19
I still think it would be easier if you used their idea of a 'field' but you put the field at the building site. Just my idea.
Report, edit, etc...Posted by in_a_biskit on 2005-10-03 at 01:54:05
I'm not sure what you mean, Veritaserum... The 'field' location covers the whole of the area in which you may place your beacon, so it must include the 'building site'.
Report, edit, etc...Posted by Mostly-Harmless on 2005-10-03 at 07:51:24
oh yeah i get it now... they both have to be true... yup yup...

anyway.. I'm scrapping that map and making a map called RPG defense with u get one unit and u get to upgrade him to ur liking
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-03 at 10:58:29
QUOTE(in_a_biskit @ Oct 2 2005, 09:54 PM)
I'm not sure what you mean, Veritaserum... The 'field' location covers the whole of the area in which you may place your beacon, so it must include the 'building site'.
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OH okay. I thought you were saying to move a field around following the bunkers, so a location twice the size of the bunker (or something similar), but now that i understand what you were saying, thats exactly what i was saying. No more misunderstandings!!
Report, edit, etc...Posted by Mostly-Harmless on 2005-10-03 at 19:12:23
QUOTE(Veritaserum @ Oct 3 2005, 08:58 AM)
OH okay. I thought you were saying to move a field around following the bunkers, so a location twice the size of the bunker (or something similar), but now that i understand what you were saying, thats exactly what i was saying. No more misunderstandings!!
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this topic has gone on for quite some time
Report, edit, etc...Posted by (U)Bolt_Head on 2005-10-04 at 01:27:51
I assume you want it locked then? If not feel free to unlock it.
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