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Staredit Network -> UMS Assistance -> Roam around enemies
Report, edit, etc...Posted by Golden-Fist on 2005-03-01 at 23:29:03
Well I decided to do this RPG, because these mass ideas poped in my head recently and I decided to attempt to make a map about it. It's final fantasyish. So I decided to use a simple combat system (Or I think it's simple) for the fighting. I want it to be like killer's map (See at bottom) but I have 2 questions sort of:
1. Are they on Junkyard system? I'm not sure if they are or if they have a track they walk in.
2. How exactly does the system work

In my totally dumb down version of it, I'll have it so a location will follow the character's party around. So when a Zergling roaming around enters the box then it will move characters (Who are waiting in another section of the map) move to the battle arean, and the enemy will spawn 2 zerlings or something.

Now as typing this i relize it's not that simple since a lot of glitches could happen. So anyone have a pretty basic version of this system? Would help lots biggrin.gif
Report, edit, etc...Posted by chuiu on 2005-03-01 at 23:34:17
They appear to be patroling to me. Probably just a few locations in every section that units patrol between.

The system you made is pretty much dead on. Except the unit that moves around in the map is usually ordered to move to the location and then given to p12 then the battle triggers happen.
Report, edit, etc...Posted by Golden-Fist on 2005-03-01 at 23:47:50

Trigger
Description:
Wah
Players:
¤ Player 1
Conditions:
¤ Player 1 Brings one "Party" to " P1"
¤ Player 8 brings one "Zergling" to "P1"
Actions:
¤ Move all "Party" at "P1" to "Party Waits"
¤ Move all men at "Units wait" to "Battle Arean"
¤ "Create 3 "Zerglings" at "Battle Arean 1"

Isn't possible to do something like this?

But the problem i'm seeing is getting the party person back to the same location where it started.
Also i like using Xtra Editor, and to be honest I still don't know how to give any units to player 12.
Report, edit, etc...Posted by chuiu on 2005-03-01 at 23:56:43
You can get the unit back to it's original location just fine if the trigger to move the location on the unit says this:

C:
Player brings exactly 0 "party" to "party waits".

A:
Move location labled "P1" on "party" owned by Player.
Preserve trigger.

Other than that, there are a set of P12 triggers in the DLDB that you can load into your map. Or you can use a 3rd party editor like Starforge or SMD2.
Report, edit, etc...Posted by Golden-Fist on 2005-03-02 at 00:03:41
But if I do the thing that you said for the moving units and location then I do not need a P12?
Report, edit, etc...Posted by in_a_biskit on 2005-03-02 at 00:44:47
A good way to do this would be to use the script 'junk yard dog' (available using SCXE) on your roaming enemies, and when you encounter one (detected by a location that follows you around), make the location stop following you, and move both your unit and your view to your battle area, removing (or moving) the enemy you encountered and creating a new enemy at the battle area.
When you finish the battle, simply move the units and your view back to the location that you came from and make the location follow you again.

Be careful, though: if you don't stop the location from following you into the battle area, then you can't come back out to where you came from.
Also make sure that there's no way that an enemy can attack you while you're battling another one, or you'll run into a big mess. You can do this by making the enemies patrol paths separate from one another, so you can only be near one at a time, or if you're using junk yard dog, turn off the trigger to start a new battle during your battle, e.g. by using a switch.

You won't need player 12 for any of this.
However, if you want to be able to make triggers involving p12, use starforge.
Report, edit, etc...Posted by chuiu on 2005-03-02 at 01:04:46
QUOTE(Golden-Fist @ Mar 1 2005, 11:03 PM)
But if I do the thing that you said for the moving units and location then I do not need a P12?
[right][snapback]156834[/snapback][/right]

Nope, I'm just giving you an alternate way of doing things in case your way somehow doesnt work out.
Report, edit, etc...Posted by Urmom(U) on 2005-03-02 at 15:22:00
if youve ever played death knights 3, all that he did was make the enemy junkyard. next he centered a big location around your unit, when one of the enemies brought a unit to the location then he made them order>move to your guy. this is just like the one you were doing except they walk towards you when near.
Report, edit, etc...Posted by Golden-Fist on 2005-03-02 at 17:49:48
Ok I wasn't sure, because I thought when you set units to junk yard they take a few steps, then stop. Then take a few more steps and stop for like 5 seconds. Also I thought Dropships would come and pick up the enemies, but then again I won't have any shuttles/dropships/overlords on the enemy side.

Thanks all :wave:
I'll leave it open in case I get into a problem

ADDITION:
Bahhhhh This is annoying me.
I don't know what i'm missing, so I'll just post the map, the battles aren't working, and some other things:
Report, edit, etc...Posted by chuiu on 2005-03-02 at 18:15:39
The battle is working, you're not getting a center view because the trigger is for player 6 though. Also there are no preserves so it won't happen more than once.
Report, edit, etc...Posted by Golden-Fist on 2005-03-02 at 18:23:48
Oh,
Whoops...
But the Party unit can still roam around... when it should be moved to it's waiting area

EDIT: Nvm, i'm just being slow, I never added that trigger. Thanks for pointing out my own stupidity
>.<
Report, edit, etc...Posted by Chronophobia on 2005-03-03 at 17:03:08
Or else you can just give the "Party units" at "P1" to player 12 when they are getting into battle, create the same unit at the arena. And remove arena units and give the "party units" back when it's over.
Simple as that

Player 1 = You
Player 2 = Comp


Trigger
Description:
Engage
Players:
¤ Force
Conditions:
¤ Player 1 brings exactly 1 "Hero" to "P1"
¤ Player 2 brings exactly 1 "Monster" to "P1"
Actions:
¤ Give units owned by Player 1 to Player 12
¤ Give units owned by Player 2 to Player 12
¤ Create 1 "Hero" at "Arena human start" for Player 1
¤ Create 1 "Monster" at "Arena monster start" for Player 2
¤ Set "Engage Initiated"
¤ Preserve Trigger

Report, edit, etc...Posted by chuiu on 2005-03-03 at 23:33:30
You mean like I described above? Please read the thread first.
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