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Staredit Network -> UMS Assistance -> [SOLVED]Invisible Bunkers trigger
Report, edit, etc...Posted by WounD on 2006-11-27 at 20:08:00
Hey I followed the Method 2 for the Invibile Bunker trigger and it works but only once. I mean the first bunker I make only gets invisible and the rest doesn't. I am guessing the "move all bunkers at bunkerlocation to noradlocation" is the problem because the other bunkers can't stack. ?? Thanks.
Report, edit, etc...Posted by Velendesril on 2006-11-27 at 20:21:29
Maybe try using Preserve Trigger if your not right now?
Report, edit, etc...Posted by Shocko on 2006-11-27 at 20:21:38
Stack like 100 norad II's in a 3x2 square (X x Y)
Location: X, Norads,SCVHome
Then if you have it so when you build a supply depot you do this.

Conditions
{
Bring(Currentplayer,atleast,1,supplydepot,anywhere);
Switch(Marines,Set);
}

Actions
{
MoveLocation(X,SupplyDepot,CurrentPlayer,Anywhere);
RemoveUnitAt(SupplyDepot,CurrentPlayer,X);
MoveUnitAt(SCV,SupplyDepot,CurrentPlayer,X,SCVHome);
CreateUnit(1,Bunker,X,CurrentPlayer);
CreateUnit(4,Marine,X,CurrentPlayer);
RunAiScript(Enter Nearest Bunker);
Wait(600);
SetDoodadState(Bunker,X,Disable);
RemoveUnitAt(Norad II,CurrentPlayer,Norads);
MoveUnit(Bunker,X,CurrentPlayer,Norads);
MoveUnit(SCV,SCVHome,CurrentPlayer,X);
PreserveTrigger();
Comment("Marine Bunker");
}

This isn't going to be 100% accurate i don't think but im just doing it off the top of my head. Good luck
Report, edit, etc...Posted by WounD on 2006-11-27 at 22:12:32
QUOTE
Maybe try using Preserve Trigger if your not right now?


I knew someone was going to post that. But sorry, I aint that stupid. I did that already.

As to Shocko, thanks for your response, I will try that.

ADDITION:
don't think that works.

ADDITION:
Well the bunkers get removed when i stack the norads, but the marines get spawned at the norad area..
Report, edit, etc...Posted by Shocko on 2006-11-27 at 23:00:12
QUOTE(WounD @ Nov 27 2006, 07:12 PM)
I knew someone was going to post that. But sorry, I aint that stupid. I did that already.

As to Shocko, thanks for your response, I will try that.

ADDITION:
don't think that works.

ADDITION:
Well the bunkers get removed when i stack the norads, but the marines get spawned at the norad area..
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make sure you do it in the right order and make sure you use the right locations, i was in a rush so just try tweaking.
Report, edit, etc...Posted by CornMuffin on 2006-11-28 at 12:09:46
sure you can do that, or you can just put supple sepots or other 3x2 buldings on the sides all lines up and have the the triggers remove 1 3x2 building there and replace it with ur bunker that will become invisible
Report, edit, etc...Posted by spinesheath on 2006-11-28 at 12:44:36
What Shocko suggested will basically work. Marines spawning at a different location is a minor problem, you should be able to solve that by yourself.
What CornMuffin said is the same thing without stacking. Takes up more space, that's all.

And why do you call that "invisible" Oo The bunkers are NOT there anymore, you moved them away. Invisible would mean they were still there but you can't see them anymore.
If they were only invisible, they would block units. But since they were moved away, you can walk on the place where you built them and even build new bunkers.
Report, edit, etc...Posted by Shocko on 2006-11-28 at 15:33:25
QUOTE(spinesheath @ Nov 28 2006, 09:44 AM)
What Shocko suggested will basically work. Marines spawning at a different location is a minor problem, you should be able to solve that by yourself.
What CornMuffin said is the same thing without stacking. Takes up more space, that's all.

And why do you call that "invisible" Oo The bunkers are NOT there anymore, you moved them away. Invisible would mean they were still there but you can't see them anymore.
If they were only invisible, they would block units. But since they were moved away, you can walk on the place where you built them and even build new bunkers.
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Upon technicality i would say they are invisible because they can still shoot from there even if it isn't there, it's just what you do to make them invisible that makes you say they are not there.
Report, edit, etc...Posted by spinesheath on 2006-11-28 at 15:45:50
The Marines are still there and shoot, the bunker isn't. And if you check the stack where you moved your bunkers, you'll find that bunker there, so it moved. And no, it didn't duplicate.
Report, edit, etc...Posted by Shocko on 2006-11-28 at 16:05:20
QUOTE(spinesheath @ Nov 28 2006, 12:45 PM)
The Marines are still there and shoot, the bunker isn't. And if you check the stack where you moved your bunkers, you'll find that bunker there, so it moved. And no, it didn't duplicate.
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I'm not stupid, i know what happens. But upon technicality it is invisible for the most part where it WAS, not where it is.
Report, edit, etc...Posted by WounD on 2006-11-29 at 01:54:03
k can we stop fighting and think one another knows better ??? :]

QUOTE
Marines spawning at a different location is a minor problem, you should be able to solve that by yourself.


Well I am confused on that one, I really don't know of a way to fix that. The only thing that comes to mind right now is that the bunkers being moved cant stack on the norads. BTW does it have to be a norad? Can i use somtin elsel ike a nexus for example. :OOO


ADDED: When I go back and try shocko's triggers, the bunkers dont even make now. It always says "placement error" thing. Or it could be that I had a hard time following the triggers because its in starforge/scmdraft trigger syntax yawn.gif
Report, edit, etc...Posted by Zeratul_101 on 2006-11-29 at 02:04:07
IRT spines & shocko

'invisible' refers to when the bunker has been moved
'cloaked' refers to...well, the bunker being cloaked

'invisible' is just SEN/SC mapmaking jargon.

QUOTE(WounD @ Nov 28 2006, 10:54 PM)
k can we stop fighting and think one another knows better ??? :]
Well I am confused on that one, I really don't know of a way to fix that. The only thing that comes to mind right now is that the bunkers being moved cant stack on the norads. BTW does it have to be a norad? Can i use somtin elsel ike a nexus for example. :OOO
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i've personally never done this, but yes, you should be able to.
Report, edit, etc...Posted by spinesheath on 2006-11-29 at 04:32:21
You can use any building that is at least as large as a bunker.
And your placement problems are obviously caused by a wrongly centered location. You'll have to find out when and why yourself, though.
Report, edit, etc...Posted by Mp)Blu on 2006-11-29 at 11:05:37
QUOTE(Shocko @ Nov 27 2006, 07:21 PM)
Stack like 100 norad II's in a 3x2 square (X x Y)
Location: X, Norads,SCVHome
Then if you have it so when you build a supply depot you do this.

Conditions
{
Bring(Currentplayer,atleast,1,supplydepot,anywhere);
Switch(Marines,Set);
}

Actions
{
MoveLocation(X,SupplyDepot,CurrentPlayer,Anywhere);
RemoveUnitAt(SupplyDepot,CurrentPlayer,X);
MoveUnitAt(SCV,SupplyDepot,CurrentPlayer,X,SCVHome);
CreateUnit(1,Bunker,X,CurrentPlayer);
CreateUnit(4,Marine,X,CurrentPlayer);
RunAiScript(Enter Nearest Bunker);
Wait(600);
SetDoodadState(Bunker,X,Disable);
RemoveUnitAt(Norad II,CurrentPlayer,Norads);
MoveUnit(Bunker,X,CurrentPlayer,Norads);
MoveUnit(SCV,SCVHome,CurrentPlayer,X);
PreserveTrigger();
Comment("Marine Bunker");
}

This isn't going to be 100% accurate i don't think but im just doing it off the top of my head. Good luck
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This is missing a trigger.
move location 'P.8 supply depot' on a supply depot owned by player 8 at anywhere
and instead of a Norad use a supply depot.
Report, edit, etc...Posted by Shocko on 2006-11-29 at 15:17:30
QUOTE(Mp)Blu @ Nov 29 2006, 08:05 AM)
This is missing a trigger.
move location 'P.8 supply depot' on a supply depot owned by player 8 at anywhere
and instead of a Norad use a supply depot.
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i did say that it was off the top of my head, sorry for missing the action out. and Norad and Supplydepot... there is no difference it is still a 3x2 buildings, you could do cybernetics core, arbitor tibunal or however it is spelt and probably the rest of the 3x2 buildings ( haven't tested all so i wouldn't know )
Report, edit, etc...Posted by spinesheath on 2006-11-29 at 15:24:35
Unless you don't place other stuff (units in particular) near the 3x2 buildings (might walk too close to the building), each of them works.
Report, edit, etc...Posted by WounD on 2006-11-29 at 18:29:23
Thx! it works now. I did everything that shocko said over and it seems to work. Didn't even have to fix what mp)blu said. thanks shocko.

btw: the number of norads or w/e buildings i use ='s the number of bunkers going to be made n moved there? if so... how many should be the minimum in an average map?

also if so, does the norads aleady have to be stacked before the game? can I just do something like "IF current player bring exact 0 norads at NORAD" Create "1" norad at location"

Thanks ;]
Report, edit, etc...Posted by Shocko on 2006-11-29 at 18:36:34
QUOTE(WounD @ Nov 29 2006, 03:29 PM)
Thx! it works now. I did everything that shocko said over and it seems to work. Didn't even have to fix what mp)blu said. thanks shocko.

btw: the number of norads or w/e buildings i use ='s the number of bunkers going to be made n moved there? if so... how many should be the minimum in an average map?

also if so, does the norads aleady have to be stacked before the game? can I just do something like "IF current player bring exact 0 norads at NORAD" Create "1" norad at location"

Thanks ;]
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i would say 100 per player would be relatively enough. depends how many you're actually going to be using.

And yes, pre stack norads.

If you don't know how to -- use starforge click the norad, right click then press [stack] then you will get a box in which you can put the number to stack in.
Report, edit, etc...Posted by fritfrat(U) on 2006-11-29 at 20:37:17
Whatever unit you stack (Norads in this example) must be stacked before game. As far as how many to stack, judge based on staying away from the unit/sprite limit of 1700 during the game as well as enough to last its entirity. If it becomes a huge problem, you could always stack them all in the same place for every player to use; this would result in less wasted Norads.
Report, edit, etc...Posted by Ultramilkman on 2006-11-29 at 21:58:57
QUOTE(fritfrat(U) @ Nov 29 2006, 08:37 PM)
Whatever unit you stack (Norads in this example) must be stacked before game.
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Wait does this mean I can't stack 555 cybernatic cores in the "dark" with a probe to make it work?
Report, edit, etc...Posted by WounD on 2006-11-29 at 22:15:52
Thanks everyone! Resolved.
Report, edit, etc...Posted by fritfrat(U) on 2006-11-30 at 15:44:55
Ultra, what you said works... you could stack in the dark with a probe. Wouldn't be very practical for a defense type map, so I really didn't mention it; sorry if it caused you confusion.

But ya, his problem is solved. Closed.
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