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Staredit Network -> UMS Assistance -> Is there a trigger that...
Report, edit, etc...Posted by DarkDeath19 on 2004-10-23 at 17:54:19
I am considering making a map where you hunt, get minnerals from what you kill, and you can get caught by the warden if you are hunting in the wrong season and a bunch of other stuff.

I was wondering though is there a trigger that lets animanls (lings hydras and whanot) run away from a human player?

Thanks in adv.

DarkDeath19

spelling...

edit: why did that come up, did a mod put it there?
Report, edit, etc...Posted by xtremebob on 2004-10-23 at 17:57:52
Make the hunters invincible, they won't be able to attack you so they run.
Report, edit, etc...Posted by DarkDeath19 on 2004-10-23 at 17:59:13
ya, but i want to be able to kill them, so that you can get minnerals and uhh hunting you kill stuff... sad.gif


edit: ohhhhhhhhhh now i understand what your saying... make the hunters not the hunted invincible alright gotcha, sorry bout that.
Report, edit, etc...Posted by RexyRex on 2004-10-23 at 18:04:04
Make it so hunters don't get one hit kills. Now becuase I'm posting nice thick posts here you go:
Create animals (Hydras etc.) that just roam with the Junkyard AI.
Make hunters invincable
Let hunters damage be like 4 and the animals health be like 15.
When the hunters shoot the animals, they run away.
Report, edit, etc...Posted by xtremebob on 2004-10-23 at 18:06:52
Thats it if the units that are doing the killing and they are invincible the hydras and lings won't be able to attack you, so they run away. Or another thin you could is this, set your "prey" on the map and put a decent sized location over them, and make this trigger.

Trigger
Description:
Run away
Conditions:
¤ Player Hunter bringers one Hunter to location Prey 1 (2, 3, 4, ect.)
Actions:
¤ Order prey at location Prey 1 to move to location Run away to for prey 1
¤ Preserve trigger


So whenever the hunter gets to close to the prey they will run away from you a set location. Or get X-Tra (if you don't have it) and set the prey to Junkyard dog. With junkyard dog set they are harder to hit.
Report, edit, etc...Posted by Paella on 2004-10-23 at 18:45:12
Chill's idea is best, but if you wanted you could make it so that it runs to the player and attacks, or do you want it to be random, because if all of the animals are runnning away then they will never attack the player himself... They will just die. Also, I think you should make more than one location that a unit could run to so that the hunter cannnot 'corner' the animals and then get a lot of kills.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-10-23 at 19:01:55
Also if you shoot them, they will run at you, than when they get far enough away and get hit again they will run back towards you. Chill's idea has flaws.
Report, edit, etc...Posted by EzDay281 on 2004-10-23 at 20:42:11
Which is why you have things to prevent that.
For example, you have Burrowed Zerglings under each "Run" location, and you have different sized locations on the player to determine which direction.

Trigger costly, but there are other ways, if I were actualy interested enough to bother thinking about it.
Report, edit, etc...Posted by DarkDeath19 on 2004-10-23 at 22:25:10
Thanks, i like the junkyard roam idea the best, but i have another question...

Is there anyway i can make the mini map not work, because when you are roaming around, the minimap unlocks units of player 8 and allows the human to see the computer easier

thanks

Dark
Report, edit, etc...Posted by SA_Max71 on 2004-10-24 at 21:11:10
QUOTE(DarkDeath19 @ Oct 23 2004, 06:25 PM)
Thanks, i like the junkyard roam idea the best, but i have another question...

Is there anyway i can make the mini map not work, because when you are roaming around, the minimap unlocks units of player 8 and allows the human to see the computer easier

thanks

Dark
[right][snapback]88964[/snapback][/right]

I think so. In my experiance, you can make the minimap worthless if you lock the map using starforge. Warning!: If you do the following actions you must make a copy of your map, or else you will never be able to open your map ever again (unless you know how to open a map using a HEX language).
1. Open the map in starforge.
2. Click file -> save as.
3. Click on final release (on the right hand side of the window that poped up.
4. Click "Save".
5. Close starforge.
This works, in my experaince, with starforge 2.0.0 or with the version you can get from www.elitegrounds.net (Note: the version from elitegrounds.net will not be the most up to date.)
Report, edit, etc...Posted by RexyRex on 2004-10-24 at 21:17:52
To make the minimap, and gameplay screen useless:

PLAYERS:
Player who is not seeing ANYTHING, including the game.

CONDITIONS:
Always

ACTIONS:
Run AI Script Turn OFF shared vision with player 1.
Run AI Script Turn OFF shared vision with player 2.
Run AI Script Turn OFF shared vision with player 3.
Run AI Script Turn OFF shared vision with player 4.
Run AI Script Turn OFF shared vision with player 5.
Run AI Script Turn OFF shared vision with player 6.
Run AI Script Turn OFF shared vision with player 7.
Run AI Script Turn OFF shared vision with player 8.
Report, edit, etc...Posted by KaboomHahahein on 2004-10-25 at 15:37:37
I think he wants is so you can see the map and but not the minimap. Aren't there some player colours that don't show up on the mini map?? just a guess
Report, edit, etc...Posted by Staredit.Net Essence on 2004-10-25 at 15:53:04
I think they all do, just not all in the alliance screen, but that'd have to be tested. If the terrain is mainly one color, you could have the enemy units the color of that errain. However, if you are going to use those colors, you must have SF 2 (unless you use GUedit), so you might aswell lock it with SF. Along with what SA said, have back-up unprotected copies of your map.
Report, edit, etc...Posted by Urmom(U) on 2004-10-26 at 16:14:49
would the fog of war change anything? otherwise i would just make everything the same color or a dark one(i think there is one that doesnt show up on minimap ill look for the thread)
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-26 at 17:08:33
Highindex minimap colors vary depending on the computer. I had to change my invisable minimap color in Timeup bound because some people saw it as being tan. (i made it black since it was over null anyways)
Report, edit, etc...Posted by EzDay281 on 2004-10-26 at 17:27:41
Alright, what is wrong with you all?
For a fuoked up minimap, just set the map to something OTHER THAN the default allowable.
Meaning...
No:
64x64, x96, x128, x256
96x64, x96, x128, x256
128x64, x96, x128, x256
256x64, x96, x128, x256

Yes:
20-63, 65-95, 97-127, 129-255xAny number previously stated in this line
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