I was trying to make a close-combat game where all players are in a limited space, surrounded by "fire." Instead of just using dark archons as fire which would look cheesy, I tried making invisible bunkers so all you would see was the fire. I disabled the doodad state for the bunkers, but they were still visible. How do I make the bunkers invisible? I've followed the instructions from tutorials and they don't work. Current trigger:
| Trigger |
| Description: |
| Fire |
|
| Players: |
| ¤ All Players |
| Conditions: |
| ¤ Always |
| Actions: |
¤ Disable doodad state for Terran Bunker for Player 8 at 'Bunker'
|
| ¤ Preserve trigger |
You need to create a detector for the players and then remove it after a short amount of time so that the bunkers can go through the cloaking animation.
put a few observers or something around, then after the disable trigger remove them.
Try this.
| Trigger |
| Description: |
| Make fire at start of game. |
|
| Players: |
| ¤ Human Players. |
| Conditions: |
| ¤ Always. |
| Actions: |
¤ Disable doodad state for bunker owned by Player 8 at 'Anywhere'.
|
¤ Run AI Script "Turn ON Shared vision for Player 8".
|
¤ Wait 2000 milliseconds.
|
¤ Run AI Script "Turn OFF Shared vision for Player 8".
|
| ¤ Modify hit points for bunker at 'anywhere' for Player 8, set to 35%. |
If You use starforge you can always place the "spell" scaner sweep
if it looks like a marine don't worry and one thing this only works if you disable the bunkers right when starting the game other wise the spell will have no effect
Well I got one of them to cloak... I don't know why the others aren't cloaking. About the detectors, I tried creating observers for Player 1, then a couple of seconds later removing them. Didn't seem to work.
EDIT: Here's the map
Its because your trying to cloak them all at once. Disable only cloaks one, you either have to do a center location or put as many locations as bunkers (1 location on 1 bunker).
Another way you can do it, since it does not disable all of your bunkers at once. It will only do 1. Make some building that are not bunkers but will be later. Center view on each of the buildings and turn them indo bunker then disable the bunker then set the hitpoints low for the fire effect. Like that you can make all your bunkers cloaked and on fire.
Just for your info, when you want to do massive things on a certain unit and you have a lot of those units on the map, use a loop.
For example, in yours, I would simply use the trigger:
Condition:
-Computer (or whoever owns it) Controls At Least 1 Bunker.
Action:
-Give 1 Bunker owned by Computer to Another Computer
-Center Location blah on Bunker owned by Another Computer.
-Disable Doodad State for Bunker owned by Another Computer.
-Run AI Script Turn ON Shared vision for Another Computer.
-Wait ...
-Run AI Script Turn OFF Shared vision for Another Computer.
-Preserve Trigger
Obviously, a seperate trigger keeping the Bunkers at 1 or 2% health is also useful.
OK I finally got it working! What I did was put a location on each individual bunker. Then the Action was
| Trigger |
| Description: |
| Fire |
|
| Players: |
| ¤ Player 8 |
| Conditions: |
| ¤ Always |
| Actions: |
¤ Disable doodad state for Terran Bunker at [Location]
|
¤ Wait 500 milliseconds
|
¤ Disable doodad state (etc, etc, this goes on until each one has been disabled)
|
¤ wait 500 milliseconds
|
| ¤ kill all protoss observers for player 1 (I placed observers for player 1 at the beginning) |
Now the question is: How do I prevent Player 1 from seeing the cloaking of the bunkers so it doesn't look very cheesy? Oh well.
This is what I do:
1. Place some bunkers that are invincible and have 1 health (Unit and Hero settings, then set its HP to 1)
2. Go into the units and give them 1% health (Because its 1, 1% of 1 is rounded up to 1, so its still max; but damaged/on fire)
3. Put a location on each bunker
4. Put the following trigger:
| Trigger |
| Conditions: |
| ¤ Elapsed time is at most 0 game seconds |
| Actions: |
¤ Disable doodad state for bunker at 'Location 1'
|
¤ Disable doodad state for bunker at 'Location 2'
|
¤ Disable doodad state for bunker at 'Location 3'
|
¤ ... etc.
|
¤ Wait 50ms
|
| ¤ kill observer |
Because of the health part, you don't need something constantly setting it to 2%. If you want the bunker to have greater than 1 hp, you have to include this trigger.
dont use an individual location for each bunker. use the two player method which i think somebody already posted. but its up to you on what youll use.
<edit>guess not
ok, start the bunkers out owned by a computer player. we'll call him computer 1. next, you disable the doodad state and give the unit to another player. we'll call that player computer 2. heres the trigger:
| Trigger |
undefined| Players: |
| ¤ Computer1 |
| Conditions: |
| ¤ Current Player commands at least 1 bunker. |
| Actions: |
¤ center location labled "center" on bunker owned my computer 1 at location anywhere.
|
¤ Disable doodad state for bunker at "center" for computer 1
|
¤ turn vision on for computer 1
|
¤ wait
|
¤ turn vision off for computer 1
|
¤ give 1 bunker owned by computer 1 to computer 2
|
¤ preserve trigger
|
| ¤ comment |
i was rushed so you may have to change some of the actions around
As for the problem of players seeing the cloaking animation, you can just have their screens centered on an unexplored area or on some other place for a few seconds at the beginning of the game while your trigger cloaks the bunkers. Then center the screens back again.
Using the player vision isn't exactly the best idea... It takes about 2 seconds for you to be able to see, what if other stuff is on map? u can see that too. If you use a detecter you can have a 50ms wait and it will work.
You're telling us player vision is not the better idea?
Look at
your method. Making a location for each bunker is
completely pointless.
There's one thing I must say, that is:

you thenecronwolf.
Here's another method for an infinite amount of bunkers and getting them "invisible" without even seeing it or using a detector.
First, you use ZERO locations. Next, you have all the bunkers to be cloaked and units that will enter the bunkers owned by the computer player(Player 8). All bunkers you DO NOT want cloaked and units that you DO NOT want entering bunkers will be owned by player 11 at the start.
| Trigger |
| Description: |
| Start off & small wait for units to enter bunkers. |
|
| Players: |
| ¤ Player 8 |
| Conditions: |
| ¤ Always. |
| Actions: |
¤ Run AI Script "Enter Closest Bunker" at 'Anywhere'.
|
¤ Wait 1500 milliseconds.
|
| ¤ (Optional) Set Switch X (Starts hyper triggers) |
| Trigger |
| Description: |
| Bunker disabling. |
|
| Players: |
| ¤ All Players |
| Conditions: |
¤ Switch 1 is clear.
|
| ¤ Player 8 commands at least 1 bunker. |
| Actions: |
¤ Disable doodad state for bunker owned by Player 8 at 'Anywhere'.
|
¤ Give 1 bunker owned by Player 8 at 'Anywhere' to Player 9.
|
| ¤ Preserve Trigger. |
| Trigger |
| Description: |
| Ending the disabling and finishing up. |
|
| Players: |
| ¤ All Players |
| Conditions: |
¤ Switch 1 is clear.
|
| ¤ Player 8 commands at most 0 bunker. |
| Actions: |
¤ Set Switch 1.
|
¤ Give all bunker owned by Player 9 at Anywhere to Player 1.
|
¤ Wait 0 milliseconds.
|
¤ Give all bunker owned by Player 1 at Anywhere to Player 2(discard if not human).
|
¤ Wait 0 milliseconds.
|
¤ Give all bunker owned by Player 2 at Anywhere to Player 3(discard if not human).
|
¤ Wait 0 milliseconds.
|
¤ Give all bunker owned by Player 3 at Anywhere to Player 4(discard if not human).
|
¤ Wait 0 milliseconds.
|
¤ Give all bunker owned by Player 4 at Anywhere to Player 5(discard if not human).
|
¤ Wait 0 milliseconds.
|
¤ Give all bunker owned by Player 5 at Anywhere to Player 6(discard if not human).
|
¤ Wait 0 milliseconds.
|
¤ Give all bunker owned by Player 6 at Anywhere to Player 7(discard if not human).
|
¤ Wait 0 milliseconds.
|
¤ Give all bunker owned by Player 7 at Anywhere to Player 8.
|
| ¤ Give all anyunit owned by Player 11 to Player 8. |
Now, you won't exactly get vision of the bunker, but it will be invisible when you view it. The Waits in between the give actions are necessary to have the bunkers owned by those players long enough to register the bunkers as "cloaked".
If you have bunkers that belong to any human players at the beginning of the game as well, then give those to players 10/12 or something, then give them back.
Cloaking one at a time is slow. Nobody wants to wait. and hes not using 50trillion...
And shared vision is slow.
You realize it takes about 2 seconds to cycle through about 200 bunkers? (with hyper triggers of course)
Also, if I remember correctly, if you use vision on and off, the bunker will never actually be revealed fast enough before the off hits, thus, the player won't ever see the trigger, but the game will think they did and make the bunker invisible.
It takes longer than 2 seconds for 200. I made a map that uses this system for cloaking 480 beacons. takes longer than 10 seconds. Maybe even 15.
Yeah, it does about 16 cycles per second per location.
I'm not sure when you're going to need 400 bunkers though.
If you wanted any system like this to be faster, you can simply copy the second trigger (the 'disabling bunker cycle' trigger) many times. Or better still, copy the two actions in order as many times as possible within the one trigger before preserving.
Even copying the trigger or the actions just twice should pretty much halve the waiting time.
How would you make a fire effect if you didn't want players to have exploration of the area of the fire until they actually explored there, and you didn't want them to have vision of the cloaking effect?
If you make the effect only when they get close, there's a good chance that they'll be able to see the effect by scrolling the screen ahead. If you make the bunkers cloaked in the beginning, then the player will have a patch of explored vision at the point of each fire.
Exactly, if it's not fast enough for the "300" bunkers in your map, then copy the two actions in the second trigger for the whole trigger. It would then fire 2x as fast for every time you copy those two actions. It's not like more actions make the CHK file of the map any bigger. But putting locations over every single bunker is plain useless. You'd run out of locations before you could do those "300" bunkers". You'd need double the triggers if you had more than 30 bunkers the single location way.
what's the lowest hp percentage of the bunker in the yellow zone?
My bunker keeps dieing, and I wish there was a simpler rather than preserving it's hp to 1%
If you set it to 1 hp and set to 1 percent, it should never die. even if you do not preserve it.
Can't you make it invincible?
Buildings will still burn to death even if it is invicible.