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Staredit Network -> UMS Assistance -> Centering Locations on 5 units.
Report, edit, etc...Posted by Buletbutter on 2004-09-24 at 01:38:28
In my map, I have a special ability that I call Scout Bombers. The idea is that 5 scouts are created and move around the path and drop spider mines every so often. I am having an extremely difficult time getting each of the locations to center on each individual scouts. Here is what I have so far.


Condition:
Current Player brings 1 zergling to 'start scout bombers' .
Actions:
Kill all zerglings for current player at 'start scout bombers' .
Create 1 scout for player 6 at 'Scout 1 Bomber' .
Create 1 scout for player 6 at 'Scout 2 Bomber' .
Create 1 scout for player 6 at 'Scout 3 Bomber' .
Create 1 scout for player 6 at 'Scout 4 Bomber' .
Create 1 scout for player 6 at 'Scout 5 Bomber' .
Preserve Trigger.

Condition:
Always.
Action:
Center location labled 'Scout 1 Bomber' on Protoss Scout owned by player 6 at 'Scout 1 Bomber' .
Center location labled 'Scout 2 Bomber' on Protoss Scout owned by player 6 at 'Scout 2 Bomber' .
Center location labled 'Scout 3 Bomber' on Protoss Scout owned by player 6 at 'Scout 3 Bomber' .
Center location labled 'Scout 4 Bomber' on Protoss Scout owned by player 6 at 'Scout 4 Bomber' .
Center location labled 'Scout 5 Bomber' on Protoss Scout owned by player 6 at 'Scout 5 Bomber' .
Preserve Trigger.


Then I move them from the location to the start of the path I want them to go on. They follow the path fine but the locations do not follow the scouts. I understand why the locations are not following the scouts. I just can't figure out a way to solve the problem. sad.gif I can not use conditions that say, Player 6 commands at least 1,2,3,4 or 5 because I have scouts for that player being created and destroyed elsewhere on the map, so I have no idea how many scouts player 6 has on the map at any given time.
Report, edit, etc...Posted by IsolatedPurity on 2004-09-24 at 04:25:59
Center location labled 'Scout 5 Bomber' on Protoss Scout owned by player 6 at 'Anywhere'.

I believe that's what you need to do. I'm not sure if you could split 5 locations up between 5 different scouts, but you could have them share a locaton I'm guessing.

Edit:
Actually, maybe you can do this:

Conditions:
Player 6 commands at least 1 scout at location Scout 1 Bomber
Actions:
Center location labled 'Scout 1 Bomber' on Protoss Scout owned by player 6 at 'Scout 1 Bomber' .


Conditions:
Player 6 commands at least 1 scout at location Scout 5 Bomber
Actions:
Center location labled 'Scout 5 Bomber' on Protoss Scout owned by player 6 at 'Scout 5 Bomber' .

But then I think your location would have to be just big enough so it couldn't move out of the location before the trigger checks... You'll probably have to use hyper triggers.
Report, edit, etc...Posted by @:@ on 2004-09-24 at 09:22:39
Several Questions:

Does a location(s) have to be on all the scouts at all times?
Player 6 a human or computer player?
Report, edit, etc...Posted by Ultimo on 2004-09-24 at 09:44:40
Couldn't the locations mess up by centering the wrong scouts if the scout bombers were to intervine? ( using your triggers showed in the first post )
Report, edit, etc...Posted by nyczdigga on 2004-09-24 at 09:55:04
If you use a trigger like that without switch to clear, then its going to mass create. If you only want 5 units then do this.

Condition:
Current Player brings 1 zergling to 'start scout bombers' .
Actions:
set switch 1, set
Preservetrigger

condition:
set switch 1, set
Actions:
Kill all zerglings for current player at 'start scout bombers' .
Create 1 scout for player 6 at 'Scout 1 Bomber' .
Create 1 scout for player 6 at 'Scout 2 Bomber' .
Create 1 scout for player 6 at 'Scout 3 Bomber' .
Create 1 scout for player 6 at 'Scout 4 Bomber' .
Create 1 scout for player 6 at 'Scout 5 Bomber' .

And i dont think you can center all 5 units, give them waits.
Report, edit, etc...Posted by Vindexus on 2004-09-24 at 10:57:44
QUOTE(nyczdigga @ Sep 24 2004, 08:55 AM)
If you use a trigger like that without switch to clear, then its going to mass create. If you only want 5 units then do this.

Condition:
Current Player brings 1 zergling to 'start scout bombers' .
Actions:
set switch 1, set
Preservetrigger

condition:
set switch 1, set
Actions:
Kill all zerglings for current player at 'start scout bombers' .
Create 1 scout for player 6 at 'Scout 1 Bomber' .
Create 1 scout for player 6 at 'Scout 2 Bomber' .
Create 1 scout for player 6 at 'Scout 3 Bomber' .
Create 1 scout for player 6 at 'Scout 4 Bomber' .
Create 1 scout for player 6 at 'Scout 5 Bomber' .

And i dont think you can center all 5 units, give them waits.
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No, just add a "move all lings away from Spawn Scout bombers" action. The move location action will center the location on the unit closest to the bottom left corner of that location. For you to do this you will have to have the scouts be created in their respective Scout Bomber locations. Also, for your centering locations trigger, you would need the conditions (command at least 5 scouts). This probably won't work without hyper triggers unless you have big locations that don't overlap.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-24 at 13:03:26
There are a few likely reasons your triggers may not be working. The first is the locations are too small and the scouts are flying out of the location before the trigger can fire again.

The second possibity is the scouts are teliported at one point and the location can't follow or the location simply doesn't start out over the scout at all.

Lastly you made a error in thinking the location isn't following them or you have your trigger wrong.

Lastly like Ultimo kinda said, If the scouts are to fly over eachother then due to the ways locations are centered they will both end up centering on the same one (the one that leaves to the left). To prevent that you need to make a uber complex scanning system that scans the map in sections for wraiths or more simply alternate there player inorder to center locations on them. (you could have a burrowed unit or something, that is assuming you don't have to center the location on the scouts when there over unwalkable terrain)
Report, edit, etc...Posted by Tuxedo Templar on 2004-09-24 at 15:09:58
Missing hyper triggers. Your most likely reason.

Other reasons, though probably already stated:
  • Locations too small (shouldn't be a problem unless you made them smaller than 1x1 grid square or don't have hyper triggers).
  • Locations being stolen away by other triggers.
  • Ground-only locations (won't correctly center over scout within its own location if its ground only).
  • Scouts moved by triggers (seperates it from its following location).
  • Preserve trigger?
So ya, that's all I can come up with off the top of my head. Try the hyper triggers to see if that fixes it.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-25 at 00:48:52
Also you can have one location centerering on all 5 scouts, simpler but it lacks the flashy look.
Report, edit, etc...Posted by Buletbutter on 2004-09-25 at 01:29:53
Thanks for all the reply's. I am using several hyper triggers and I tried using a few switches as well and still no luck. Player 6 is a computer player(Neutral) and the scouts are moved by triggers. The locations are 6x6. The idea is that when each scout gets to a certain location on the path, spidermines will drop beneath them. I know there is an easier way of doing this but I don't like the way the spidermines are created in a nice square. I want the spidermines spread out. I am close to 45 locations left so I can't just create 3 locations on a drop location all across the map cause the map is too big. I also tried switching players for the scouts but that didn't work too well.

I will try the burrowed unit tomorrow....but I can see that is going to bring up another problem with a different part of the map. I will most likely post it when it pops up if I can't solve it myself.
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