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Staredit Network -> UMS Assistance -> How to rescue Units
Report, edit, etc...Posted by CeR on 2005-02-13 at 10:54:16
Hi.
I have several problems in my aVp map.
The "enviroment" of the map is in a Ship like "Nostromo".

To give to the map more gameplay enjoin, I have make that In all new map-start, the civs that you have to rescue they are put random at all the map.

I Have make this:

The map start.

Switch turn RAMDOM

If Switch 1 is clear: Put civs in location 1
Put aliens in location 2

If Switch 1 is set: Put aliens in location 1
Put civs in location 2

This is "easy" (between -> ") but I want that when you go to the location 1, it gives the civs to you, but if in the Location 1 haven't civs...

This is the problem!!!

If I put a message when you "rescue" a civ, The trigger put the message if In location 1 have aliens and you come.
I don't know how I have to do.

If any body helpsmilie.gif me...
Report, edit, etc...Posted by DevliN on 2005-02-13 at 11:02:41
I didn't quite get what you were saying here...
QUOTE
If I put a message when you "rescue" a civ, The trigger put the message if In location 1 have aliens and you come.
I don't know how I have to do.


So you want to know how to rescue a civilian or you want an idea for what happens when a civilian isn't there?

ADDITION:

Trigger
Description:
Rescuing a Civilian
Conditions:
¤ Current Player brings at least 1 men to Location 1.
¤ [Player with Civilians] brings at least 1 Terran Civilian to Location 1.
Actions:
¤ Comment: Rescue Civilian
¤ Give 1 Terran Civilian owned by [Player with Civilians] at Location 1 to Current Player.
¤ Display text message: Rescued a civilian.



Trigger
Description:
No Civilian
Conditions:
¤ Current Player brings at least 1 men to Location 1.
¤ [Player with Civilians] brings at exactly 0 Terran Civilian to Location 1.
Actions:
¤ Comment: No Civilian
¤ Display Text Message: OMFG TEH ALIENZ AR COMIN!!!!11one


Those will work, though you may want to change the second one. And then you can just copy this trigger and change the Location name in order to suit the other areas where civs are.
Report, edit, etc...Posted by TheOddAngel on 2005-02-13 at 11:31:47
just set the person who you set the civs for to a player that has the setting Rescuable... That means when you bring your unit to them they will turn to ur character
Report, edit, etc...Posted by PearS on 2005-02-13 at 13:59:43
Why waste a whole player on making them rescuable when you could just use a few triggers?
Report, edit, etc...Posted by Drakiel on 2005-02-13 at 14:08:03
In baby terms...
Just do - for each hero (I'm assuming this isn't mass army, just 1 specific unit per person?)

Always
Center location named LOC over Hero for player.
Preserve


Each player has their own location.


Comp brings at least 1 civ to LOCp1.
Give civ to player 1
Display text

The end.... Simple and easy.
Report, edit, etc...Posted by DevliN on 2005-02-13 at 14:09:20
That and also, does rescuable count towards computer and neutral players as well? I mean if a computer or neutral player comes up to arescuable unit, will it become their unit?


I've only used rescuable once ever, I've never really found much of a use for it since then.
Report, edit, etc...Posted by BeeR_KeG on 2005-02-13 at 14:13:00
I'd be much easier to make the rescuable untis owned by P12. That way you don't have to waste a computer player on using it for rescuable units.
Report, edit, etc...Posted by CeR on 2005-02-13 at 17:43:53
QUOTE(DevliN @ Feb 13 2005, 11:02 AM)
I didn't quite get what you were saying here...
So you want to know how to rescue a civilian or you want an idea for what happens when a civilian isn't there
[right][snapback]144201[/snapback][/right]


Yes, I wanted an idea for what happens when a civilian isn't there.

QUOTE(Drakiel @ Feb 13 2005, 02:08 PM)
In baby terms...
Just do - for each hero (I'm assuming this isn't mass army, just 1 specific unit per person?)

Always
Center location named LOC over Hero for player.
Preserve
Each player has their own location.
Comp brings at least 1 civ to LOCp1.
Give civ to player 1
Display text

The end....  Simple and easy.
[right][snapback]144290[/snapback][/right]


This form is very well.
But... (isn't mass army) The player move over 12 units.So your idea isn't valid but I love this! xD

ADDITION:
QUOTE(BeeR_KeG[eM] @ Feb 13 2005, 02:13 PM)
I'd be much easier to make the rescuable untis owned by P12. That way you don't have to waste a computer player on using it for rescuable units.
[right][snapback]144296[/snapback][/right]


Nono, The civilians are of the p7.
Report, edit, etc...Posted by DevliN on 2005-02-13 at 23:54:50
QUOTE(Drakiel @ Feb 13 2005, 02:08 PM)
In baby terms...
Just do - for each hero (I'm assuming this isn't mass army, just 1 specific unit per person?)

Always
Center location named LOC over Hero for player.
Preserve
Each player has their own location.
Comp brings at least 1 civ to LOCp1.
Give civ to player 1
Display text

The end....  Simple and easy.
[right][snapback]144290[/snapback][/right]


But what about the times when the player reaches the location where there is no civilian? Doing it your way works well to get the civilian, but he was also asking about making a trigger for when the player reaches the civilian-less location.
QUOTE
Yes, I wanted an idea for what happens when a civilian isn't there.
Report, edit, etc...Posted by Tdnfthe1 on 2005-02-14 at 00:01:17
QUOTE(PearS @ Feb 13 2005, 12:59 PM)
Why waste a whole player on making them rescuable when you could just use a few triggers?
[right][snapback]144284[/snapback][/right]

Because you'd end up doing that anyway, and it doesn't sound like he's desperate for Trigg slots....
Report, edit, etc...Posted by CeR on 2005-02-15 at 13:48:45
QUOTE(DevliN @ Feb 13 2005, 11:02 AM)
I didn't quite get what you were saying here...
So you want to know how to rescue a civilian or you want an idea for what happens when a civilian isn't there?

ADDITION:



Trigger
Description:
Rescuing a Civilian
Conditions:
¤ Current Player brings at least 1 men to Location 1.
¤ [Player with Civilians] brings at least 1 Terran Civilian to Location 1.
Actions:
¤ Comment: Rescue Civilian
¤ Give 1 Terran Civilian owned by [Player with Civilians] at Location 1 to Current Player.
¤ Display text message: Rescued a civilian.





Trigger
Description:
No Civilian
Conditions:
¤ Current Player brings at least 1 men to Location 1.
¤ [Player with Civilians] brings at exactly 0 Terran Civilian to Location 1.
Actions:
¤ Comment: No Civilian
¤ Display Text Message: OMFG TEH ALIENZ AR COMIN!!!!11one


Those will work, though you may want to change the second one. And then you can just copy this trigger and change the Location name in order to suit the other areas where civs are.
[right][snapback]144201[/snapback][/right]



But In the map, It have 12 some random sites to the civs and 12 random to Aliens.
By the way you tell me, I have to do over 68 TRIGGERS (2 for positions).

This is very.... very... boring...
Please, some ideas biggrin.gif
Report, edit, etc...Posted by DevliN on 2005-02-16 at 02:18:34
So you have the civilians in different spots than the aliens? I'm totally confused now. If you've got 12 spots for only civilians, then why do you need 2 for each location? You'd just need to do the first trigger I suggested whenever you come in contact with a civilian at that location, and just worry about the aliens in the other 12 locations.

You can do Drakiel's method to take care of the 12 civilian spots and then just do 12 for the alien spots. That's 13 total. And unless my math is horrible, my method only takes 24 triggers. 1 per location.

I'm really confused as to why you separated them into the different locations. Wasn't the idea that wherever there was no civilian an alien would spawn?
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