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Staredit Network -> UMS Assistance -> Using a spell system to make invis bunkers
Report, edit, etc...Posted by Stolenbase on 2007-01-22 at 12:23:00
Anyone know how to make bunkers "disappear" yet still attack, but creating it with a distruption web? It kind of works if you play the map on single player.. But when more than one person is the game, the bunkers don't vanish. And also, I need an idea to make it so that when player 4 casts distruption web, it spawns the bunker for player 4 instead of player 1. If anyone can help me, please do. <3
Report, edit, etc...Posted by JaFF on 2007-01-22 at 12:34:43
1. There is no way to detect which player's corsair casted web - all disruption webs and dark swarms are owned by player 12.
2. Post your map or atleast the triggers so we can understand why is it not working when there are more than 1 palyer in game.
Report, edit, etc...Posted by SomeIdiotNerd on 2007-01-22 at 12:50:37
hmm, i understand what your saying, however it would be extremely hard when there is more than one player with the ability to do a disruption web.

to make bunkers "invisible" you simply create a bunker, load the units (optional), and then you disable doodad state. But since you want it for a particular player it will be tough.


Trigger
Description:
Making invisible bunker
Players:
¤ P4
Conditions:
¤ P12 brings exactly 1 disruption web to anywhere
Actions:
¤ Move location labeled "create bunker" on disruption web owned by P12
¤ Remove 1 "disruption web" for P12 at location "Create Bunker"
¤ Create 1 bunker at location "Create Bunker" for P4
¤ Create 4 "marines" at location Create bunker for P4
¤ Run AI script "enter closest bunker" at "create Bunker"
¤ Wait 1000 - 2000 milliseconds
¤ Disable doodad state for 1 bunker at location "Create Bunker" for P4
¤ Preserve Trigger


i think that should work, but it will only work with single player, so you might want to ask someone else for multiple players
Report, edit, etc...Posted by rockz on 2007-01-22 at 13:35:12
Okay, I'll let you figure out how to actually make the triggers, but I'll give you some hints. If you don't understand how to make the trigger, then there is no point in adding that trigger into the map.

You want to use disruption webs to actually make these bunkers, but that itself presents a problem. ALL disruption webs are, by default, owned by p12. What I would suggest you do, to know who owns that disruption web, is to make a location just as large as a disruption web. Always center that location on the disruption web. Then, when current player brings 1 corsair to that location, and p12 brings a disruption web, make your bunker for current player. This can be exploited still if player 1 stands on top of player 4's bunker, but it will take player 1's cash, if you have a cash system built in. This can possibly lead to some problems with people forcing others to make a bunker where they don't want it. Oh well.

Also, if you want truly invisible and walkable bunkers (like even you can't see them), you can MOVE the bunker after it has people in it, instead of disabling it. That way, you can stack buildings, and you will get the bunker overlay effect. Move the bunkers to the corners of the map. Unfortunately, then you will run into a pretty hard limit on space, since you need a 3x2 section for each bunker you want the player to be able to use.
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-22 at 14:24:20
If you're going to have corsair builders that are preplaced and have a constant LocalID, you can simply use EUD conditions to detect whose energy was decreased when a Disruption Web is cast.
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