QUOTE(Arconna @ Apr 9 2005, 10:38 AM)
First question is this... a) how do I stop the clumping? [right][snapback]183292[/snapback][/right]
A grid-type system, as Vodka said, is good for this kind of thing, but is quite complicated to implement, even if you understand how to use it.
You could let players choose where their spider mines go - that would be a simple solution, though I don't know whether it will work in your map.
QUOTE(Arconna @ Apr 9 2005, 10:38 AM)
b) how do I get the mines to just attack without beeping like that.
[right][snapback]183292[/snapback][/right]
The mines should attack as normal if they are not clumped on top of each other.
If you want them not to make any sound at all, turn off your speakers. jk:P
Or use the action "mute unit speech".
QUOTE(Arconna @ Apr 9 2005, 10:38 AM)
Second question... Is it possible to give a player vision of part of the field, but not allow that player to see spider mines or cloaked units hidden there? Right now I have the little vision units set on the field but it reveals the mines so when the enemies come up to them they start to attack before the mines can begin to react. Can this be prevented?[right][snapback]183292[/snapback][/right]
Players can't see cloaked or burrowed units of players not sharing vision with them (which may include themselves), unless they have a detector nearby.
So if the spider mines are for an enemy player, you shouldn't be able to see them.
If you don't want to be able to see your own spider mines, then you have to use the AI script "Turn off shared vision for player" so that a player can't see their own units, then give them vision through another player without detection, using "Turn on shared vision for player".