Staredit Network

Staredit Network -> UMS Assistance -> INVISIBLE BUNKERS?
Report, edit, etc...Posted by hOOt3rs on 2005-03-13 at 23:50:05
how come when i insert the trigg..

Players:
¤ Player 1

Conditions:
¤ 'Player 1' commands at least 1 'Supply Depot'

Actions:
¤ Move all Terran SCV at 'Anywhere' to 'scvHome'

¤ Center location labeled 'supplyDepot' on Supply Depot' owned by 'Current Player' at 'Anywhere'

¤ Center location labeled 'moveBunker' on 'Bunker' owned by 'Player 8' at 'p1Bunkers'

¤ Remove 1 'Bunker' for 'Player 8' at 'moveBunker'

¤ Remove All 'Supply Depot' for 'Current Player'

¤ Create 1 'Bunker' at 'supplyDepot' for 'Player 1'

¤ Create 3 'Marine' at 'supplyDepot' for 'Player 1'

¤ Execute AI Script: 'Enter closest bunker' at 'supplyDepot'

¤ Wait '1000' milliseconds

¤ Move all 'Bunker' for 'Player 1' at 'supplyDepot' to 'moveBunker'

¤ Create 1 'Protoss Cybernetics Core' at 'supplyDepot' for 'Player 1'

¤ Move all 'Terran SCV' at 'scvHome' to 'supplyDepot'

¤ Preserve Trigger


The trigg only works once and then the rest of the bunkers don't become invisible?

Report, edit, etc...Posted by ShadowBrood on 2005-03-14 at 00:12:33
Because you didn't add preserve trigger?
Report, edit, etc...Posted by hOOt3rs on 2005-03-14 at 00:17:21
QUOTE(ShadowBrood @ Mar 13 2005, 11:12 PM)
Because you didn't add preserve trigger?
[right][snapback]164497[/snapback][/right]


no.. no.. i did preserve trigger.. i've been lookin at the trigger and i don't find anything wrong... well except it wont WORK!
Report, edit, etc...Posted by DevliN on 2005-03-14 at 00:19:02
What do you mean by the rest don't become invisible? Does it mean that when you make a supply depot it cloaks and disappears but when you make another nothing happens?
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-03-14 at 00:20:01
Did you put the disable bunker? or is that not needed for what you're trying to do?
Report, edit, etc...Posted by DevliN on 2005-03-14 at 00:21:01
Yeah I was just thinking about that. I always disabled the bunker before moving them. That may be your issue.
Report, edit, etc...Posted by hOOt3rs on 2005-03-14 at 00:25:42
QUOTE(DevliN @ Mar 13 2005, 11:21 PM)
Yeah I was just thinking about that. I always disabled the bunker before moving them. That may be your issue.
[right][snapback]164508[/snapback][/right]



no.. see the first one always become invisible (not there, where u built the supply depot) and then the rest just become cloaked.

ADDITION:
does anyone know where i could get a sample map of 'invisible bunkers'? maybe if i look at the triggs i will be able to figure it out.
Report, edit, etc...Posted by DevliN on 2005-03-14 at 00:30:12
How do they cloak if you don't have any disable doodad state actions listed above?
Report, edit, etc...Posted by hOOt3rs on 2005-03-14 at 00:32:53
QUOTE(hOOt3rs @ Mar 13 2005, 11:25 PM)
no.. see the first one always become invisible (not there, where u built the supply depot) and then the rest just become cloaked.

ADDITION:
does anyone know where i could get a sample map of 'invisible bunkers'?  maybe if i look at the triggs i will be able to figure it out.
[right][snapback]164514[/snapback][/right]




Because the suggestion was to disable doodad before i move the bunks..
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-14 at 01:11:46
Make sure you have alot of bunkers for player 8. (you need alot more than one)
Report, edit, etc...Posted by DevliN on 2005-03-14 at 01:12:20
You sure that 1 second wait time isn't getting in the way? I usually have it as a wait of 400 to 500 at most.

If not, I have no idea what to tell you. I split the trigger into 2 separate triggers most of the time, in case a unit doesn't enter the bunker in time or something like that. But if you say it will work the first time then i suppose that doesn't really matter.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-14 at 01:19:01
QUOTE(DevliN @ Mar 14 2005, 12:12 AM)
You sure that 1 second wait time isn't getting in the way? I usually have it as a wait of 400 to 500 at most.

If not, I have no idea what to tell you. I split the trigger into 2 separate triggers most of the time, in case a unit doesn't enter the bunker in time or something like that. But if you say it will work the first time then i suppose that doesn't really matter.
[right][snapback]164542[/snapback][/right]


I'm pretty sure he only has one bunker for player 8. Other wise it wouldn't work the first time if it was a wait block.

PS. A 1000milli wait wouldn't be blocked anyworse than 400 or 500.
He is also proboly getting an placement error message for his cannon. smile.gif
Also he says "rest of the bunkers" plural, so you know the trigger is compleating because it can't start again if it is being blocked by a wait.
Report, edit, etc...Posted by DevliN on 2005-03-14 at 01:23:55
What I mainly meant by that was whether or not the waits he used were possibly stacking up and conflicting with other waits - meaning it would take while for the bunker to move. But you're most likely right as usual, its a lack of bunkers to replace.
Report, edit, etc...Posted by sckor on 2005-03-14 at 07:30:56
QUOTE(hOOt3rs @ Mar 14 2005, 01:50 PM)
how come when i insert the trigg..

Players:
¤ Player 1

Conditions:
¤ 'Player 1' commands at least 1 'Supply Depot'

Actions:
¤ Move all Terran SCV at 'Anywhere' to 'scvHome'

¤ Center location labeled 'supplyDepot' on Supply Depot' owned by 'Current Player' at 'Anywhere'

¤ Center location labeled 'moveBunker' on 'Bunker' owned by 'Player 8' at 'p1Bunkers'

¤ Remove 1 'Bunker' for 'Player 8' at 'moveBunker'

¤ Remove All 'Supply Depot' for 'Current Player'

¤ Create 1 'Bunker' at 'supplyDepot' for 'Player 1'

¤ Create 3 'Marine' at 'supplyDepot' for 'Player 1'

¤ Execute AI Script: 'Enter closest bunker' at 'supplyDepot'

¤ Wait '1000' milliseconds

¤ Move all 'Bunker' for 'Player 1' at 'supplyDepot' to 'moveBunker'

¤ Create 1 'Protoss Cybernetics Core' at 'supplyDepot' for 'Player 1'

¤ Move all 'Terran SCV' at 'scvHome' to 'supplyDepot'

¤ Preserve Trigger
The trigg only works once and then the rest of the bunkers don't become invisible?
[right][snapback]164488[/snapback][/right]


Err you need a lot more bunkers. You need more than one. I had the same problem.

Plus, you don't NEED to create a cybernetics core.

Just a quick question myself, how do you make those "¤" thingies?

Edit - attached Map. Quickie done in 5 minutes smile.gif
Report, edit, etc...Posted by hOOt3rs on 2005-03-14 at 11:05:34
sckor,

Good job with the map..but again only your first bunker becomes 'invisible' .. which is the same thing that happens to me..
Report, edit, etc...Posted by Yenku on 2005-03-14 at 12:04:31
umm, I have a question, what does the Cybernetics Core have anything to do with cloaking a bunker? I should probably read the tutorial.
Report, edit, etc...Posted by Robi on 2005-03-14 at 12:06:49
To fix what is in the map : two possibilities :
- replace the P8 supply depots by bunkers
- replace "Bunker" in triggers by "Suppy Depot" when it mean about P8's (two to replace)

That's all, and then the map work, and look at the triggers....
Report, edit, etc...Posted by Yenku on 2005-03-14 at 12:09:30
http://www.staredit.net/index.php?tutorial=51 Heres the tutorial, you can find what you screwed up here.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-14 at 16:11:14
1) That's where he got his weird symbol thingys and that's what he used for the trigger (That's also where he got his Cybernetics Core)

2) For that map, replace all those player 8 supply depots with bunkers.
Report, edit, etc...Posted by hOOt3rs on 2005-03-14 at 17:44:27
what do you mean? should i have supply depots already on the map itself or in the triggs? i have seen a couple of maps with invisible bunks and they all have preset bunkers at an area the player can't see.. where and how to do place these bunkers?
Report, edit, etc...Posted by LegacyWeapon on 2005-03-14 at 17:49:23
Attached File bunkercloaked.scm ( 42.42k ) Number of downloads: 3

FOR THIS MAP, REPLACE ALL THE UNIT PLAYER 8 SUPPLY DEPOTS to BUNKERS!

How hard can that get...
Report, edit, etc...Posted by DevliN on 2005-03-15 at 00:59:47
To make the bunker area that the players can't see, disable vision for the players (and enable it with some computer player that doesn't own the bunkers) and create a shitload of bunkers for Player 8 in a special unused part of the map.
Report, edit, etc...Posted by hOOt3rs on 2005-03-15 at 01:08:17
alright.. well i have been messing around with triggs and i changed supply depots to bunkers.. its great w00t.gif .. now it all works biggrin.gif .. so im moving foward with my map now.. THANX EVERYONE FOR ALL YOUR INPUT.. SORRY for being such a nOOb.. disgust.gif
Report, edit, etc...Posted by sckor on 2005-03-15 at 05:55:01
whoops mistake.
Or you could just change the trigger to

P8 bunkers ==> P8 supply depots.
Report, edit, etc...Posted by Corbo(MM) on 2005-03-15 at 18:43:30
i am afraid you can't cloak all of them at once...do it one by one and why are you doing invisible bunkers that's old do something more creativy like cloaking a photon cannon and make it work with no pylon that's cool i am using it as banner in my new bound
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