Staredit Network

Staredit Network -> UMS Assistance -> Removed bunkers that still shoot >.<
Report, edit, etc...Posted by Stolenbase on 2007-01-22 at 14:34:24
I have the trigger that moves the bunker to a different location so that it vanishes, yet the units still attack, but, the second time I try to create it, it doesn't teleport to the different location. It only works the first time >.< Any ideas? happy.gif
Report, edit, etc...Posted by xmrxsiegecopx on 2007-01-22 at 15:25:13
http://www.staredit.net/index.php?tutorial=51

Bunkers moved to a different location and also filled with units will still shoot. If you do not want that effect, just remove it and recreate it at the desired location.
Report, edit, etc...Posted by LazyCoder on 2007-01-22 at 19:47:40
Are you sure you aren't trying to move it to where the first one is?

If you are, you would have to remove a building from that location to clear the ground. The previous bunker can stay there.
Report, edit, etc...Posted by Undead-Fox on 2007-01-23 at 10:34:27
Make a location over the whole MAIN area that the bunkers will be built in. Then you can use either the Supply Depot area [A spot on the map with TONS of supply depots], or you can use the Norad II method [A bunch of prestacked Norad II's {Saves space}]

Now, for the trigger:
When a bunker is detected in the MAIN area, have a location centered on it the size of the bunker. Have it create and enter any units you'd like. Then REMOVE 1 of the Norad II's, or Supply Depots [If using supply depots, have a location center on supply depot with preserve trigger], and use the teleport {move} trigger to put it where the removed Norad II or Supply Depot was.

Basically, this will make it only detect where you want it to be built.

If you don't want to use the MAIN area triggers, you could add in giving the bunker to a computer ally player along with the teleport {move} trigger.
Next Page (1)