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Staredit Network -> UMS Assistance -> Location Dont Wanna Move=(
Report, edit, etc...Posted by SMILE on 2004-08-05 at 10:12:21
helpsmilie.gif
Location dont wanna following unit. I think thats happened bcause this unit could be controlled by 4 players, and he is often teleports in random locations. What shall I do to avoid this?
Report, edit, etc...Posted by Stardog on 2004-08-05 at 10:16:06
Conditions:
When Player X commands unit X at location "Anywhere"

Actions:
Follow Location "Location" to Unit X

And do this over and over for all four players. Ex.

Conditions:
When Player 1 commands unit X at location "Anywhere"

Actions:
Follow Location "Location" to Unit X

Conditions:
When Player 2 commands unit X at location "Anywhere"

Actions:
Follow Location "Location" to Unit X

Conditions:
When Player X commands unit X at location "Anywhere"

Actions:
Follow Location "Location" to Unit X

Conditions:
When Player 3 commands unit X at location "Anywhere"

Actions:
Follow Location "Location" to Unit X

Conditions:
When Player 4 commands unit X at location "Anywhere"

Actions:
Follow Location "Location" to Unit X

I think that should work, but if you use this particular unit more then once, like have Player 1 own Two Jim Raynors when the location follows Jimmy, then we'll have to modify the trigger more.
Report, edit, etc...Posted by CheeZe on 2004-08-05 at 10:20:37
QUOTE(SMILE @ Aug 5 2004, 09:12 AM)
helpsmilie.gif
Location dont wanna following unit. I think thats happened bcause this unit could be controlled by 4 players, and he is often teleports in random locations. What shall I do to avoid this?

if there is only 1 type of that unit on that map and the unit is owned by one force then you could simply use

players:
force 1
conditions:
current player commands exactly 1 unit
actions:
center location "move" on unit at anywhere
preserve trigger

add a hyper trigger for better moving.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-05 at 11:20:14
Cheeze, that isn't going to work. It's going to center on Player 1, immediately to 2, then 3, and the last player 4. In fact, it'll never be on the other Players to execute any other triggers.
Stardog's triggers will only work if they are in the correct order, meaning ALL of P1's triggers using that location will have to fire before any of P2's do, or he won't have the location.

You can use what I call a "Shared Location".

Have a computer player run these trigs...

Conditions
Deaths(CurrentPlayer, AtMost, 0, Left Upper Level Door);
Actions
SetDeaths(CurrentPlayer, SetTo, 4, Left Upper Level Door);
MoveLocation(-p_shared, ·· Seekers ··,P1, Anywhere);
PreserveTrigger();
Comment("0 location regulation");

Conditions
Deaths(CurrentPlayer, Exactly, 1, Left Upper Level Door);
Actions
SetDeaths(CurrentPlayer, Subtract, 1, Left Upper Level Door);
MoveLocation(-p_shared, ·· Seeker ··, P4, Anywhere);
PreserveTrigger();
Comment("1 location regulation");

Conditions
Deaths(CurrentPlayer, Exactly, 2, Left Upper Level Door);
Actions
SetDeaths(CurrentPlayer, Subtract, 1, Left Upper Level Door);
MoveLocation(-p_shared, ·· Seeker ··, P3, Anywhere);
PreserveTrigger();
Comment("2 location regulation");

Conditions
Deaths(CurrentPlayer, Exactly, 3, Left Upper Level Door);
Actions
SetDeaths(CurrentPlayer, Subtract, 1, Left Upper Level Door);
MoveLocation(-p_shared, ·· Seeker ··, P2, Anywhere);
PreserveTrigger();
Comment("3 location regulation");

Conditions
Deaths(CurrentPlayer, Exactly, 4, Left Upper Level Door);
Actions
SetDeaths(CurrentPlayer, Subtract, 1, Left Upper Level Door);
PreserveTrigger();
Comment("4 location regulation");

These triggers are in StarForge format, taken directly from version 1 of Teh Seekers. This will center the location "p_shared" on the player's Seekers and change it to the next player every trigger cycle. You'll definitely want to use Hyper Triggers, or it will take about 8 game seconds for it to go through all the players. tongue.gif
Report, edit, etc...Posted by CheeZe on 2004-08-05 at 11:24:11
QUOTE(Mini Moose 2707 @ Aug 5 2004, 10:20 AM)
Cheeze, that isn't going to work. It's going to center on Player 1, immediately to 2, then 3, and the last player 4. In fact, it'll never be on the other Players to execute any other triggers.

what? ... my triggers make it so it will only center the location on the unit if that player controls the unit. if they don't control it, the trigger will not fire for that player!
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-05 at 11:28:13
And what if all the players command the unit? tongue.gif
Report, edit, etc...Posted by CheeZe on 2004-08-05 at 11:30:06
I don't get it sad.gif how can it be all players? a unit can only be controlled by 1 player me thinks. (not counting team melee and the other stuff)

oh yea:
QUOTE
if there is only 1 type of that unit on that map and the unit is owned by one force then you could simply use

incase you missed that part wink.gif
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-05 at 11:34:05
Well, only giving a unit to 1 player is very limiting. Usually in most maps with multiple players they all get some units. :/
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-05 at 12:46:51
Say the unit is a marine. Cheese is interpreting that the marine would be given to another player so there is only one marine on the map at all times. In that case his trigger would work.

Anyways MiniMoose what you said in responce is also wrong.
QUOTE(moose)
Cheeze, that isn't going to work. It's going to center on Player 1, immediately to 2, then 3, and the last player 4. In fact, it'll never be on the other Players to execute any other triggers.
Stardog's triggers will only work if they are in the correct order, meaning ALL of P1's triggers using that location will have to fire before any of P2's do, or he won't have the location.

You can use what I call a "Shared Location".


If each of the players had a unit the location would first center on player 1’s unit then the rest of player 1’s triggers would go off before it centers on player 2’s unit.

The triggers you listed are a waist of resources. You can have the exact same effect by just centering the location on units owned by current player and making sure it is the first trigger on each players list. The only difference is the set you listed is 4 times slower.

Smile, if what we said hasn’t helped you will need to list your triggers, or post your map. Also how do you know it doesn’t center properly (I need specifics)
Report, edit, etc...Posted by SMILE on 2004-08-06 at 03:38:17
Thnx I will try this.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-06 at 10:05:52
Yeah, Bolt, but I use the "evil" force-owned triggers. My method is foolproof for those. tongue.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-06 at 11:48:23
It is no more full proof than the method I am talking about. And they both use, or can use, force owned triggers.
I was going to make you a sample map but staredit crashed my computer. (peace of crap)

PS. I just dislike the confusion caused by group owned triggers. I use them all the time myself.
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