Staredit Network

Staredit Network -> UMS Assistance -> Warping intercepters and the movment
Report, edit, etc...Posted by lll on 2006-02-20 at 22:27:51
Hey ppl,
Here's what I want to do. I have a Unit lets say its a ghost. Now theres a location centered on that ghost lets say that location is Red2.
Something happends and I want an intercepter to appear at Red2 and have that intercepter move to a new location.
The intercepter has to be for p1

Now so far no one has given a possible outcome.


-This idea is the orginal-
Having a carrier or p1 and having that carrier attacking a near by units so that the intercepters appear outside the carrier. And when the conditions happen they move to Red2 and move to the new location. But............ This doesnt happen the intercepter moves back to carrier.

I have tried about everything to get this to work so im gana have a contest. If anyone can get this to work I will give them 100 minerals.

The conditions are:
The intercepter is for p1 not a comp.
The intercepter has to move the Red2 as described above and not be jerky--this means that the movement must be smooth.


Any ideas!!!!
PLEASE HELP
sounds simple but it isnt
-Ocean
Report, edit, etc...Posted by nimadude on 2006-02-21 at 00:47:54
The AI scripts necessary for that will only work on computers as far as I know.
Report, edit, etc...Posted by MindArchon on 2006-02-21 at 02:14:50
QUOTE(lll @ Feb 20 2006, 08:27 PM)
-This idea is the orginal-
Having a carrier or p1 and having that carrier attacking a near by units so that the intercepters appear outside the carrier.  And when the conditions happen they move to Red2 and move to the new location.  But............ This doesnt happen the intercepter moves back to carrier.
[right][snapback]431782[/snapback][/right]


Once you move the interceptor to the new location, you have to move the carrier to the location where you want the interceptor to move to. Take a look at Bolt_Head's Crazy Interceptor map for a good idea of how this works.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-02-21 at 16:18:49
Offering rewards for people to help you used to be strickly prohibited.

Anyways i've talked to you over aim about this some so I've got a heads up on your overall objective. Here is what i would try, i'm rusty now so it likely will need a few modifications if it works. Anyone is welcome to put this into working form for assitance, I don't have SC installed nor do i plan on installing it.

Basic Goal in words: Have the interceptors owned by the computer and when your issueing the order via AI scripts for each players shot change the player of other interceptor to each of the players so it isn't effected by the new AI script order.

This is of course assumeing that changing the player of the interceptor doesn't destory it or something dumb like that (you might have to change the player of the carrior thus having a seperate carrior for each player as well)


It would go something like this.


==Trigger 1==
Players:
-Player 1
Conditions:
-Current player does whatever to shoot
Actions:
-Center Location 'P1 start'
-Center Location 'P1 designation'
-Move 1 interceptor owned by comp at 'P1 Interceptor reserve' to 'start'
-Give 1 Interceptor owned by comp at 'start' to P1
-Preserve Trigger
====
This trigger is what starts your players shot It will move the incterceptor to shot area.

==Trigger 2==
Players:
-Computer
Conditions:
-Player 1 commands at least one interceptor
Actions:
-Center Locaiton 'P1 Tracking' on all interceptor for Player 1 at anywhere
-Give 1 interceptor owned by Player 1 at 'P1 Tracking' to 'computer player'
-Run AI Set Generic Point to 'P1 Designation' (or whatever it is)
-Run AI Patrol to upper left
-Give all interceptors at 'P1 Tracking' to Player 1
-Preserve Trigger
====
This trigger would pick one of the players interceptors switch it to the computers ownership and run the AI then give it back. If you had multiple interceters owned by differant players they would be exicuted at differant times keeping them from being effected by the other players orders.

==Trigger 3==
Players:
-Force 1
Conditions:
- Force 2 brings at least one men to 'P1 Tracking" ~or whatever you want to end the shot~
Actions:
-Do some cool explotion and death stuff, play sound, crash computer, and conquire universe.
-Remove All intercepter for player 1
-Preserve Trigger
====
This is your generic "shot over" type trigger. You would likely need another copy to act as an "OR Condition" where the interceptor reaches the destination without hitting any enemy units.

Edit: Your reserve interceptors will most likely need to be 'held back' with other triggers cause they too would be effected by the AI script even though there not on the feild.
Report, edit, etc...Posted by lll on 2006-02-21 at 17:32:22
Thanks Ill give it a try
Next Page (1)