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Staredit Network -> UMS Assistance -> Move To trigger when To Location is full
Report, edit, etc...Posted by PCFredZ on 2005-05-29 at 20:52:45
QUOTE
If I tried to use a Move To trigger with the To Location filled with men/buildings already, will the unit I'm trying to move still get moved? (A technicality question that I never really bothered to take note of, but will need to be answered in WoS3.)


ADDITION:
Don't post if you don't know the answer 100% sure.

I probably should have just PMed Bolt_Head or Tux.
Report, edit, etc...Posted by LegacyWeapon on 2005-05-29 at 21:55:19
Depends on what it is full with and what you are trying to move.
Report, edit, etc...Posted by Ultimo on 2005-05-29 at 22:05:50
If the surrounding terrain permits, I'm pretty sure it will.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-29 at 22:11:48
If there is no space for the unit to move to that location he will be 'moved' to the exact same place he is already at, (freezing him for a second).

If you want to make a "back up" location or something like that then you need a redundant move action like this . . .

- Move all men at location to spawn1
- Move all men at location to spawnbackup

The two actions together seem redundant but if for some reason your units are NOT moved to 'spawn1' because the spot is full or whatever then the next action will be able to move the units.

I not sure if this is what your refering to or not but it seems to cover what i belive your asking.
Report, edit, etc...Posted by Ultimo on 2005-05-29 at 22:16:45
He's saying if eight ultralisk fill up a 1x1 location, or if four command centers fill up a 1x1 location, if you tried moving a unit there, would it move? Wouldn't it move to the nearest part of the location that is free, on the outside of the ultralisk or command centers, assuming there is enough terrain space to permit it. If it was over space or something, it'd freeze, of the units were surrounded by high terrain.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-29 at 22:44:37
Men units (not buildings) will be placed close spot where it was trying to be moved to. They will be displaced up to a certain distance away from the center of the location.

Units will not be displaced if they are blocked by terrain.
Also the location size does not effect the distance away from the center the unit will be placed.

It works the same as creating units.
Report, edit, etc...Posted by PCFredZ on 2005-05-30 at 11:00:21
Bolt, you kinda gave me mixed messages...
QUOTE
If there is no space for the unit to move to that location he will be 'moved' to the exact same place he is already at, (freezing him for a second).

QUOTE
Men units (not buildings) will be placed close spot where it was trying to be moved to. They will be displaced up to a certain distance away from the center of the location.


Nevertheless, the Moveto Location is 7x7 to minimize the chances that the location will be filled. If all fails, I can just increase it to 9x9, 11x11, etc., because the location size will not affect anything else in the map. I know it shouldn't be TOO big, otherwise it can be taken advantage of.

I are a genius! biggrin.gif
Report, edit, etc...Posted by Kenoli on 2005-05-30 at 11:59:46
QUOTE
If I tried to use a Move To trigger with the To Location filled with men/buildings already, will the unit I'm trying to move still get moved? (A technicality question that I never really bothered to take note of, but will need to be answered in WoS3.)


When you try to move units to a place they can't go (location has too many units, or over unpassable terrain), they will lose their orders (If they were attacking or moving somewhere they will just stop) but won't actually be moved to the location.

Like bolt_head said, the size of the location dosen't change how many units can be moved there, so it won't matter if you make your location bigger.
Report, edit, etc...Posted by PCFredZ on 2005-05-30 at 15:24:55
Ok, let's say there are four circumstances

#1 Center of Location is on bad terrain, rest on good terrain
#2 Entire Location is in bad terrain, but right outside location is good terrain
#3 Center of Location are units, rest of location empty
#4 Entire Location is filled with units, but right outside is empty

What will happen in each of these situations?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-30 at 18:07:48
Assumeing your moveing a unit that classifies as "Men" like a marine and not something like a turret.

1). The unit will not be moved.
QUOTE
Units will not be displaced if they are blocked by terrain.


2). The unit will not be moved.
QUOTE
Units will not be displaced if they are blocked by terrain.


3). The unit will be moved, closest to the center as possable.
QUOTE
They will be displaced up to a certain distance away from the center of the location.


4) The unit will be moved, closest to the center as possable.
QUOTE
They will be displaced up to a certain distance away from the center of the location.... the location size does not effect the max distance away from the center the unit will be placed.


Getting help from Devlin, $5
Getting help from Legacy Weapon $6
Getting help from Bolt_Head $10
Testing yourself to find the answer, Priceless

Some things money can't buy, for everything else there is Self Testing
Report, edit, etc...Posted by Ultimo on 2005-05-30 at 18:11:51
The main rule is as long as the terrain permits, then it will be moved.
Report, edit, etc...Posted by PCFredZ on 2005-05-30 at 22:24:42
Lol, how ironic. I know, Bolt Head, I know, I'm the one who made this post. I hope my "four circumstances" helped you, because your answer to it helped me perfectly. (biggrin.gif Bolt Head rules! Although I think he just mocked my siggy...)

BTW, I hope I didn't look like I had this symptom described in my Epidemic post (click link above):
QUOTE
Phrasing Questions in Apparently Meaningless Jumbles of Random Punctuations and Inapproriate Conjunctions.
Once again, I hope I didn't.
Report, edit, etc...Posted by in_a_biskit on 2005-05-31 at 04:04:12
Note that there is a limit as to how far away from the center of the location a unit can be moved (which is the same as the limit on units created at locations). This limit is fairly large, however, and usually only becomes a problem in 'madness' type games.
Also, buildings will not be moved if there is a unit on the center of the location (as Bolt implied).
Report, edit, etc...Posted by PCFredZ on 2005-05-31 at 21:47:02
Yeah, I've played Simpsons Madness dozens of times.

Some more random questions: P9-P11, I've looked without findings in the Tutorials and tried in vain to search the Forums, just what can they be used for?

E.g., compare and contrast P9 with P8 and P12. Thanks everyone.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-31 at 23:04:24
I belive Evildrone(U) said those players are uses to "manage" the spells (one player for each race).

It makes since, but i havn't ever heard anyone conferm that statement from there own knowleage. But he knows more about that stuff than I do (he discovered 2x speed)
Report, edit, etc...Posted by in_a_biskit on 2005-06-01 at 04:28:00
I did some testing:

Main players treat p9-11 as enemy.
Players 9-11 treat main players as neutral.

Main players treat p12 as neutral.
Player 12 treats main players as neutral.

Players 9-12 treat each other as neutral.

You can give units to and from players 9-12.
(You can't give units to and from players greater than 12.)

You can change players' stances towards p9-12 using "Set alliance status".
(Triggers won't work for p9-12, nor extended players.)
Report, edit, etc...Posted by PCFredZ on 2005-06-01 at 15:37:15
Ok. However, your P12 stuff needs fixing. Any units given to P12 keeps its alliance status from when it was still owned by a P1-P8 player, which is why you can attack a player's units after he quits a game.
Report, edit, etc...Posted by in_a_biskit on 2005-06-02 at 04:01:48
Also, units for main players that aren't in the game (e.g. they have left, but a trigger still creates units for them) are enemy to other main players, even those who were that player's allies previously.
Report, edit, etc...Posted by PCFredZ on 2005-06-02 at 16:08:10
That's not true. They'll act as neutral (which just means Allied).

My next question here is: can P9-P11 own resources?

EDIT: you statement holds true only if units are created for the player that left, but the units he had BEFORE leaving are still P12's. The new units are what you described, hostile to everyone, but they're not owned by P12.
Report, edit, etc...Posted by LegacyWeapon on 2005-06-02 at 17:43:24
Any player can own resources...
Report, edit, etc...Posted by in_a_biskit on 2005-06-03 at 06:13:27
QUOTE(PCFredZ @ Jun 3 2005, 06:08 AM)
That's not true. They'll act as neutral (which just means Allied).

My next question here is: can P9-P11 own resources?

EDIT: you statement holds true only if units are created for the player that left, but the units he had BEFORE leaving are still P12's. The new units are what you described, hostile to everyone, but they're not owned by P12.
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That's what I meant by units for main players that have left the game.
I mean units owned by players 1-8 which are not set to neutral or rescuable, and are not controlled by a human or a computer that is in the game.
This includes both players without a start location and players who have left the game or have been defeated.
Player 12 is not a main player.
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