Staredit Network

Staredit Network -> UMS Assistance -> Invis bunks
Report, edit, etc...Posted by Lord-Omega on 2006-11-29 at 12:14:36
I looked at the tutorial and did this
Locations:
SCV Home 2x2
Supply 3x2
P1 Bunk 4x3
P2 Bunk 3x2

had like 20 bunks for p2 who is a netraul player and p1 has shared vision with p2 and p1 vision disabled

and i did the trigs...


Trigger
Description:
invis bunks
Players:
¤ player 1
Conditions:
¤ commands exactly 1 supply depot
Actions:
¤ center loc supply on supply depot
¤ center loc p1 bunk on supply depot
¤ center loc p2 bunk on bunnker (player 2's bunker)
¤ remove all supply depots for p1
¤ create 1 bunker for p1 at supply
¤ create 4 marines at p1 bunk
¤ run ai enter bunk
¤ wait 1000 milsec's
¤ remove 1 bunker for p2 at p2 bunk
¤ move 1 bunker for p1 at p1 bunk to p2 bunk
¤ preserve trigger


Oh, yea and i moved scv to SCV Home and then back to supply

now i thought there had to be a disable enable enable method in there, but the tutorial didnt say anything about that, so why didnt it work? also, can i do method 1 without p2 having any bunkers?
Report, edit, etc...Posted by spinesheath on 2006-11-29 at 12:24:59
Don't just copy triggers, try to understand them...

There is an open thread about this, btw.

When using this method, you are NOT cloaking any bunkers at all. You are MOVING them to somewhere else.
This method utilizes some glitch: When a loaded bunker is moved by trigger, the units still attack from the location where they entered the bunker. You could still select that bunker at its new location and unload those units; they will appear at the new location.

When you use this method, you can stack as many "bunkers" as you want, and the terrain is always build- and walkable.

It does work without P2 as well, all you need is some method to find proper places for your new bunkers to be moved to. For example you could place a bunch of CrashedNoradIIs somewhere for P1 and use them the same way as P2's bunkers. You also could stack those builings in the editor, which allows you to save space.
Report, edit, etc...Posted by CheatEnabled on 2006-11-29 at 15:39:52
Cool effects can be made by moving the bunker and then creating a building above it. I guess you have seen Poker TD (it only worked before 1.14, Blizzard screwed up pinch.gif )
or Alhi's Random Bunker Defence. They both utilize this. For Poker TD, you can see the Norad IIs in the bottom right corner, and if you look at the right moment, you can catch a glimpse of the bunker moved there.
Report, edit, etc...Posted by Lord-Omega on 2006-11-30 at 10:34:53
ok i got it figured out, but i have a question, after the bunker is moved can it be removed and the shadow of the units still be there? e.g. i load the bunker, the bunker is moved, and then the bunker is removed, and the units loaded still attack from where they were loaded and terrain is still buildable and walkable?
Report, edit, etc...Posted by Mp)Blu on 2006-11-30 at 11:39:10
No you can't. This is because bunker in the second location contains the units at location 1. So remove units at location 2 and the units in location 1 will be removed as well.
Next Page (1)