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Staredit Network -> UMS Assistance -> Help with bunkers
Report, edit, etc...Posted by Spikes345 on 2005-02-12 at 07:31:32
I'm making a bunker defence map but i dont know howw to make it disable the bunker when there are no marines/ghost/firbats left.
Report, edit, etc...Posted by GaMiNgLoRd on 2005-02-12 at 08:06:59
[conditions]
player # curretly owns 1 bunker at location ******
player # current owns 0 marines/ghost/firebats at location anywhere
[Actions]
disable bunker at location *******

something like that is what i used on my uncomplete map it it worked though i think i put switchs in there somewhere
Report, edit, etc...Posted by Spikes345 on 2005-02-12 at 08:33:18
ok

but i did a trigger like that it went:

Condition-
current player brings 0 men to location *******
Action-
Disable Bunker

but it didn't work sad.gif
Report, edit, etc...Posted by linK_ on 2005-02-12 at 09:02:05
well the trigegr u did is not the same you got suggested by GaMiNgLoRd...
not even a bit.. own and bring is not the same...

why dont you try out his tip and then look what happen wink.gif
Report, edit, etc...Posted by chuiu on 2005-02-12 at 11:12:56
There is a tutorial on this. Cloaking any unit. :/
Report, edit, etc...Posted by DevliN on 2005-02-12 at 11:16:37
Actually, even though the units are in the Bunker can't they still be considered to be in the location "Anywhere?" I remember playing a defense where you'd use a civilian to purchase things, but you could also put it in a Shuttle and then bring the Shuttle to the beacon to buy units and it worked just as well. The trigger still recognized that the Civilian was in the location despite it being in the Shuttle. Is this the same for Bunkers as well?

Here's how I do cloaked bunkers:
Trigger
Players:
¤ Player 1
Conditions:
¤ Current Player brings exactly 1 Terran Bunker to [Location that perfectly fits around the bunker]
¤ Player 1 Bunker is cleared.
Actions:
¤ Create 2 Terran Marines for Current Player at [Location that perfectly fits around the bunker]
¤ Execute AI script: Enter closest bunker.
¤ Wait for 499 milliseconds.
¤ Set Player 1 Bunker.
¤ Preserve trigger.

And then...
Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 Bunker is set.
¤ Current Player brings exactly 2 Terran Marines to [Location that perfectly fits around the bunker]
Actions:
¤ Disable doodad state for all Terran Bunker owned by Current Player at [Location that perfectly fits around the bunker]
¤ Clear Player 1 Bunker.
¤ Preserve trigger


I know this one works, but technically you don't have to split it into two separate triggers - I'm just really picky with how I organize my triggers.

And also notice that in this case, it isn't that you bring 0 Marines to Anywhere, its tha you have exactly 2 Marines at the Bunker's location.
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