Staredit Network

Staredit Network -> UMS Assistance -> Roam around
Report, edit, etc...Posted by cuinhell(ds) on 2005-04-29 at 19:36:03
Ok the roam around thing works but they keep moving out of terran that shouldn't be able to get out of. I put borders locations around them to set the remove units and to create units at location. But the boarders arn't working what would be the correct trigger's to remove and create the unit from the boarders back to the location they started from?

ADDITION:
Triggers currently set as
Always();
---
RunAIScriptAt(Set Unit Order To: Junk Yard Dog, replace unit 4);
PreserveTrigger();
Comment("roam around");



Always();
Command(P7, Exactly, 0, Boundcollector Boundcollector);
Command(P7, Exactly, 0, mFBound mFBound);
---
RemoveUnitAtLocation(All, AnyUnit, P7, replace unit);
RemoveUnitAtLocation(All, AnyUnit, P7, replace unit 3);
RemoveUnitAtLocation(All, AnyUnit, P7, replace unit1);
RemoveUnitAtLocation(All, AnyUnit, P7, replace unit2);
RemoveUnitAtLocation(All, AnyUnit, P7, replace unit 4);
RemoveUnitAtLocation(All, AnyUnit, P7, replace unit 4);
GiveUnits(1, Boundcollector Boundcollector, P7, create boundcollector, P7);
GiveUnits(1, mFBound mFBound, P7, create mfbound, P7);
PreserveTrigger();



Command(P7, Exactly, 0, Boundcollector Boundcollector);
Command(P7, Exactly, 0, mFBound mFBound);
------
CreateUnit(1, Boundcollector Boundcollector, create boundcollector, P7);
CreateUnit(1, mFBound mFBound, create mfbound, P7);
PreserveTrigger();
Comment("roam around creator");



ADDITION:
Oh btw on roam around can units walk through buildings?
Report, edit, etc...Posted by sckor on 2005-04-29 at 20:24:03
nope.
Roam, just puts them to walk around randomly.
what you could do is surround the area with higher or lower elevation that it currently is.
And just allow the human player to teleport in and out of the place with the junkyarded units.
Report, edit, etc...Posted by cuinhell(ds) on 2005-04-29 at 21:01:19
i tried surrounding the area with locations to move units back to location but it doesn't seem to work any subjestions
Report, edit, etc...Posted by O)FaRTy1billion on 2005-04-29 at 21:04:22
use elevation
Report, edit, etc...Posted by cuinhell(ds) on 2005-04-29 at 21:11:43
elevation? whats that lol
Report, edit, etc...Posted by sckor on 2005-04-29 at 21:17:37
QUOTE(sckor @ Apr 30 2005, 09:24 AM)
what you could do is surround the area with higher or lower elevation that it currently is.[right][snapback]197839[/snapback][/right]


Basically, if the area with the roaming units, then place high dirt around it (considering it is the badlands tileset) and keep it enclosed.
Report, edit, etc...Posted by PCFredZ on 2005-04-29 at 21:24:14
In other words, a natural boundary, not a whole set of complicated and redundant triggers.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-04-29 at 22:02:46
Exactly. You just need to somehow make a wall of some kind.
Report, edit, etc...Posted by cuinhell(ds) on 2005-04-30 at 17:13:32
lol i tried using water null side of hills and they still walk through them. Also tried the dirt part but i found a way they can't exit start them center null water dirt back to null that works they stay in one place.Was frustrating thanks for teachin me the evaluation thingy word.
Report, edit, etc...Posted by Sniper on 2005-04-30 at 17:45:41
how about...
Bring(w/e player,brings,0,anyunit,roam area);

action:
moveunit(all,anyunit,w/e player,anywhere,roam area);
Report, edit, etc...Posted by sckor on 2005-04-30 at 19:45:59
That would work, except if he had SEVERAL roaming units, then it wouldn't work.
Dont' do those square terrain. Just do a isonmetrical High Dirt wall.
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