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Staredit Network -> UMS Assistance -> Move Location on same units?
Report, edit, etc...Posted by tk5-terror on 2006-07-16 at 22:41:19
Is it possible to do move location on two identical units?

For example, If i wanted a units to spawn under a sci vessel
and I had TWO identical vessels, would it be possible for units to spawn under both vessels as i move them anywhere on the map?
Report, edit, etc...Posted by fritfrat(U) on 2006-07-16 at 23:09:45
Nope. You have to distinguish them somehow, whether it be hero and nonhero, owner, or having each vessel unique to a certain location.
Report, edit, etc...Posted by Rantent on 2006-07-17 at 01:36:23
If they are in different locations, when they cross over, the locations would mix up.
Report, edit, etc...Posted by -bilal92- on 2006-07-17 at 01:46:04
QUOTE(Rantent @ Jul 16 2006, 09:36 PM)
If they are in different locations, when they cross over, the locations would mix up.
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didnt know that, thought u could have one location centeted on a force and have them be created the same units as their allies...
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-07-17 at 10:33:43
Have it cycle through the science vessels, spawning a unit under each in turn. You'd want to center a location on one, spawn the unit, then give the science vessel to another player, center the location on the next for the first player, spawn, give, etc. until all the science vessels belong to the second player, then give them back to the first player. Be sure to use hyper triggers with this one.
Report, edit, etc...Posted by Electroid on 2006-07-17 at 10:38:49
i have a suggestion. im not sure if it will work, but you can try. the idea is, that you design a structure to keep the locations away from each other.

first of all, make a location follow 1 science vessel. we'll call this follow1. make another trigger that moves a map revealer to this location, and preserve the trigger. now you should have a map revealer that follows 1 of your science vessels wherever it goes.

spawn 1 group of enemies at the map revealer (for whichever player you assign the map revealer to) and spawn 1 group of enemies at the science vessel that does not have a map revealer.

if you need more advice on how to design these triggers, message me. i hope thats of a little help to you.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-17 at 11:39:39
QUOTE(Wing-of-no-Wing @ Jul 17 2006, 08:33 AM)
Have it cycle through the science vessels, spawning a unit under each in turn. You'd want to center a location on one, spawn the unit, then give the science vessel to another player, center the location on the next for the first player, spawn, give, etc. until all the science vessels belong to the second player, then give them back to the first player. Be sure to use hyper triggers with this one.
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won't work, remember that he needs his science vessels to be moving across the map. everytime the SV is given to another player, its 'orders' are deleted, which results in it in stopping in place.

QUOTE(Electroid @ Jul 17 2006, 08:38 AM)
i have a suggestion. im not sure if it will work, but you can try. the idea is, that you design a structure to keep the locations away from each other.

first of all, make a location follow 1 science vessel. we'll call this follow1. make another trigger that moves a map revealer to this location, and preserve the trigger. now you should have a map revealer that follows 1 of your science vessels wherever it goes.

spawn 1 group of enemies at the map revealer (for whichever player you assign the map revealer to) and spawn 1 group of enemies at the science vessel that does not have a map revealer.

if you need more advice on how to design these triggers, message me. i hope thats of a little help to you.
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you still need something to find the second SV though. you have the map revealer(can you even detect those?) for the first science vessel, but nothing for the second. you could just use 'anywhere' but that'd only work if the second SV is to the SW of the first SV.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-07-17 at 16:13:10
QUOTE(Zeratul_101 @ Jul 17 2006, 10:39 AM)
won't work, remember that he needs his science vessels to be moving across the map. everytime the SV is given to another player, its 'orders' are deleted, which results in it in stopping in place.



Orders are not deleted when something is given to a different player. Test it and see...one of the maps in my sig, "Radial", uses that fact as part of a projectile system. Units are ordered under the control of white, and are given to yellow...they do not stop, but instead keep going.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-17 at 17:34:53
oops lol, shouldn't post when i'm so tired, i was thinking that you meant changing the unit. anyhow, i tested that and all the unit do was return to its originating location.
Report, edit, etc...Posted by fritfrat(U) on 2006-07-17 at 19:59:58
You can't detect map revealers. So that won't work.

The only plausible idea would be cycling through different players owning it the first vessel.. simply doing a: center, create, give vessel to another player, center on own remaining, create, give first vessel back. I originally didn't suggest this since I thought that it would stop movement, but wing says that it doesn't, so I'd recommend trying that.
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-18 at 15:43:39
QUOTE(Wing-of-no-Wing @ Jul 17 2006, 01:12 PM)
Orders are not deleted when something is given to a different player. Test it and see...one of the maps in my sig, "Radial", uses that fact as part of a projectile system. Units are ordered under the control of white, and are given to yellow...they do not stop, but instead keep going.
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Orders aren't deleted, but selection is lost when units change ownership, so if this method was used, you couldn't order the science vessels around.
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