Staredit Network

Staredit Network -> UMS Assistance -> Dropship Menu
Report, edit, etc...Posted by Valahan on 2004-06-01 at 19:51:51
I am using a Dropship menu, where u drop the unit you want to use, and it casts the spell.

What I want to know is: Can you detect how many units are in the dropship? In my map you start with an empty dropship and have to find items. I have it cleverly set up like this:

CONDITION:
-Current Player brings exacly 1 civilian to location get_item
-Current player brings at most 9(drop ship + 8 units inside) men to location use_spell.

ACTION:
-Give all any units owned by player 1 at location use_spell to player 3(neutral)
-create 1 zergling for player 3 at location use_spell
-Run Ai script enter transport at location use_spell
-Give all any units owned by player 3 at location use_spell to player 1
Preserrve Trigger.(for testing)

I have this on Hypertrigger, and the dropship is moved to location use_spell, repeatedly.

Currently as my trigger sits, it does not detect units inside the dropship. It does the first part correctly, but when the dropship becomes full, it keeps creating zerglings until there are 9 there...

Question: Why does it create 9 extra zergling if I specified AT MOST 9 units(counting the dropship)?? If I change it to AT MOST 8 units, it creates 8 lings max. And is a dropship considered "men" ??

There is a thread, http://www.staredit.net/index.php?showtopic=2291 by Tuxedo Templar, that talks about the dropship menu. I also tried downloading the map Coordinates by (U)Bolt_Head in that thread, but could not open it in Editor to maybe get an idea of how to figure this out. So I tried playing it in SinglePlayer but it crashes my desktop and screws it up, so I have to restart my PC.

blink.gif

Did I mention I hate BB/UBB code?? ;P HTML is so much simpler.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-01 at 19:57:19
Did you read that mapping tip at the top about this? If you use a location and set it to air only, you can detect how many units are in the Dropship because they are brought to an air location. If you're using an ordinary location with the Bring condition, all the units are going to be located there, loaded in the Dropship or not.
Report, edit, etc...Posted by Valahan on 2004-06-01 at 19:59:00
Oh, no I did not see that tip yet, and I've read alot of them. Speaking of which.. as I am posting this... that very tip has popped up! Thx =D

EDIT: Ouch! It didn't work. All I changed was the parameters for the location Use_spell (removed ground elevations).

It does not give the dropship to the neutral, but it creates zerglings for neutral player until I either step away from the spawning location, or it runs out of space and I get that "cannot place unit" warning.

EDIT 2: Actually, it does give the dropship to neutral player(happens so fast I didn't realize this), however, no zerglings get put into the dropship.

EDIT 3: Made another location Use_spell_give. the only thing I changed in the trigger was Run AI Script Entertransport at location Use_Spell_Give. Zerglings won't enter.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-06-01 at 20:13:51
If want the units to enter for Player 3, the AI Script can't be run in another player's triggers. AI Scripts are run for the "Current Player".
Report, edit, etc...Posted by Valahan on 2004-06-01 at 20:15:32
Really? then the zerglings should never have entered the dropship in the first place... no?

Unless... it creates the zergling... can't enter it... the "give all units" kicks in, I get the zergling.. then that one gets.. loaded....

Ah man im so dumb! Thx

EDIT: Gah! Die evil dropship Die! I think it will be easier with a bunker. ermm.gif
EDIT: Gah! Die evil bunker Die! I think i'll come back to this problem later. Yes, I did change the AI script. And still it wants to be stupid!!!
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-01 at 20:47:19
You don't need to give the units to the computer for the drop ship menu. If you did then it would deselect your drop ship and you would lose your hot key every time it reloaded.

Make sure you have a wait so the units can enter the drop ship.
Make sure the player who owns the drop ship and units is the same player running the ai trigger.
You will want to use At most 8. Meaning there are 7 men in the drop ship, You don't want to run the trigger when it is full now do you?

Actually i take that last suggestion back do something like this for your actions.

-Center locaiton 'dropship' on dropship owned by currnet player at anywhere
-Move all dropship owned by current player at drop ship to reload.
-Create 4 zerglings at reload for current player
-Run AI enter transport at reload.
-wait 0
-create 4 zerglings at reload for current player
-Run AI enter transport at reload
-wait 0
-Move all dropship owned by current player at reload to 'dropship'
-preserve trigger.

This is what i did for my Space invaders map (in progress). In corrdinates i created the units 1 at a time instead of 4 at a time So they would load into the drop ship in the same order every time.
Report, edit, etc...Posted by Tuxedo Templar on 2004-06-01 at 20:51:10
QUOTE(Valahan @ Jun 1 2004, 06:51 PM)
I am using a Dropship menu, where u drop the unit you want to use, and it casts the spell.

What I want to know is: Can you detect how many units are in the dropship? In my map you start with an empty dropship and have to find items. I have it cleverly set up like this:

CONDITION:
-Current Player brings exacly 1 civilian to location get_item
-Current player brings at most 9(drop ship + 8 units inside) men to location use_spell.

ACTION:
-Give all any units owned by player 1 at location use_spell to player 3(neutral)
-create 1 zergling for player 3 at location use_spell
-Run Ai script enter transport at location use_spell
-Give all any units owned by player 3 at location use_spell to player 1
Preserrve Trigger.(for testing)

I have this on Hypertrigger, and the dropship is moved to location use_spell, repeatedly.

Currently as my trigger sits, it does not detect units inside the dropship. It does the first part correctly, but when the dropship becomes full, it keeps creating zerglings until there are 9 there...

Question: Why does it create 9 extra zergling if I specified AT MOST 9 units(counting the dropship)?? If I change it to AT MOST 8 units, it creates 8 lings max. And is a dropship considered "men" ??

There is a thread, http://www.staredit.net/index.php?showtopic=2291 by Tuxedo Templar, that talks about the dropship menu. I also tried downloading the map Coordinates by (U)Bolt_Head in that thread, but could not open it in Editor to maybe get an idea of how to figure this out. So I tried playing it in SinglePlayer but it crashes my desktop and screws it up, so I have to restart my PC.

blink.gif

Did I mention I hate BB/UBB code?? ;P HTML is so much simpler.

Ok first of all, you do not need to give the dropship to another player to load the units into it. Get that out of your head.

Second, unless the trigger you posted belongs to P3 (and I believe some AI scripts don't work for neutral players, but I don't know about the 'Enter transport' one), the AI script will only work for the current owner of the trigger, and not P3.

Third, I think doing a quick 'give unit' in the middle of an AI script will actually interrupt the script, but don't take me to the bank with that one (I haven't tested that thoroughly).

Fourth, you want to use 'brings at most 8' instead of 9, because if you have 9 units (including the dropship) then the dropship is already full, and you'll be making another zergling to load in it, which won't work.

Last, if the location 'use_spell' is air only, and you're executing an 'Enter transport' AI script to load ground units into your dropship, then I THINK that might not work because it's being activated for the air only location, asking the transport to load ground only units... if you see what I mean. If it does work, then I'm wrong, but at least you'll want to try using a normal location (air and ground) if you can't get it to work the other way.

EDIT- If you're using player 3 to load the ship so the units won't activate the spell trigger for the current player... don't do that. Instead, use a switch or set a counter for the current player to a non-zero number while the dropship is (re)loading, and set the spell trigger's condition to activate only when that switch is cleared or the counter is 0. Set the switch/counter back to cleared/0 when the unit has successfully (re)loaded into the dropship, to complete the triggers.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-01 at 21:37:44
Tux i said most of that. Ha Ha i beat you, for most of it.
Report, edit, etc...Posted by Tuxedo Templar on 2004-06-01 at 21:39:49
Bah. You must have posted seconds before I did. Oh well.

To be on the safe side bolt, I wouldn't suggest having those 'wait 0' in the triggers, as he already said hes using hypers. I just use another trigger to check when the lings are all gobbled up by the transport, then clear the condition for (re)loading it.

EDIT-
QUOTE
I have this on Hypertrigger, and the dropship is moved to location use_spell, repeatedly.

One other thing, Valahan: if you're using 'move unit' or 'order unit' on the dropship constantly, then that might (not 100% sure) effect the load transport action. Remember that transports load quickly, but not instantaneously, so it's possible other triggers can run before it's completed (namely that 'move unit' trigger).
Report, edit, etc...Posted by Valahan on 2004-06-01 at 22:57:23
QUOTE((U)Bolt_Head @ Jun 1 2004, 07:47 PM)
You don't need to give the units to the computer for the drop ship menu.  If you did then it would deselect your drop ship and you would lose your hot key every time it reloaded.

Not true, Bolt. I have tested this. Yes, if you have it selected PRIOR to the changing of the unit, it get's deselected. What happens however, when you are picking the item, u dont currently have the dropship selected. You can still hotkey it to 1, give the dropship to player3 or whatever, give it back toyourself, press 1, and it's still hotkeyed.

Anyways, thanks for the tips Bolt, Tux and MiniMoose. All have helped me figure this out. And I've learned a few things at the same time biggrin.gif
Report, edit, etc...Posted by Yoshi da Sniper on 2004-06-01 at 22:58:56
Goddamn with posts like these no wonder mySQL is 30 megs of pure text wink.gif Kidding

Anyways, I'm using the same system in my Matrix map. If you wait a week or two, you can see the beta of it.
Report, edit, etc...Posted by Valahan on 2004-06-01 at 23:02:03
QUOTE(Yoshi da Sniper @ Jun 1 2004, 09:58 PM)
Anyways, I'm using the same system in my Matrix map. If you wait a week or two, you can see the beta of it.

Ah darn! I am moving tomorrow. I was originally supposed to have the PC with me when I moved, however things went arry(sp?) and I've got to leave it here(my sis needs it for school project and 2 essays). The other comp isn't here yet and won't have this computer with me for a few weeks. And who knows how long I won't have the net... dear god, can I survive? Probably. I've survived 9 months in one year with no internet.

I was lookin forward to playin your map! And to go to some Map Nights sad.gif


EDIT: Finally had some computer time. My sister needed the comp again, right before I could try out these triggers.

I tried Tux's way first, cause I thought it would be interesting. However it kept screwing up in horrible horrible ways, reminded me of my old trigger set(nothing against Tux's way, it's just I seem to be Anti-Trigger as of late).

I have also tried your trigger, Bolt, with my own tiny edit(actions are pretty much the same).

CONDITION:
-Player 1 brings exactly 1 civilian to location Item_1
-Player 1 brings at most 8 men to location Item_have

ACTIONS:
-Move 1 dropship owned by current player at Item_have to item_load
-Create 1 zergling at reload for current player
-Run AI enter transport at item_load
-wait 0
-Move all dropship owned by current player at reload to Item_have
-preserve trigger(for testing)

That darned "at most" trigger DOES NOT work. I have the location Item_have set to air only. Yet when my dropship is full(8 lings) it keeps moving the dropship to the load zone and creating a ling.

Do I have a busted version of Staredit, or did my BroodWars come with a really nice Blizzard-quality bug? wink.gif

And can I like.. half-demote my "average" map making skills? I mean, I thought I was average, but all these recent problems are making me think otherwise, yet I am not a Noobie.

I also feel like retiring from Trigger Making and become a Terrain designer(I am very good! Better than triggers), however I think most people like making their own terrain. :sigh:

But I haven't given up hope yet... and I like to write alot. I swear, it is my goal to make Yoshi's mySQL at least 1gig... haha tongue.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-06-02 at 02:45:24
QUOTE(Valahan @ Jun 1 2004, 10:02 PM)
That darned "at most" trigger DOES NOT work. I have the location Item_have set to air only. Yet when my dropship is full(8 lings) it keeps moving the dropship to the load zone and creating a ling.

It works i assure you. Attach the map.

Edit does it say at most 8 men or at most 8 lings? It should say at most 7 zerglings or at most 8 men.
Here is another question for you. Since your dropship would reload instantly after you use just one of the lings, why fill it all the way up?
Report, edit, etc...Posted by Tuxedo Templar on 2004-06-02 at 03:26:50
EDIT- Bah screw the explanation, see the attached map.

Also, a unit's hotkey will remain intact if you give the unit as long as you don't call it up again with the hotkey while it belongs to the other player.

EDIT- Yay, found it! This'll show you what you need. Just change the locations accordingly for your implementation... if this is what you wanted, I mean.
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