Staredit Network

Staredit Network -> UMS Assistance -> Scanner sweep
Report, edit, etc...Posted by Kenoli on 2004-11-01 at 10:13:18
Im trying to move a location to a scanner sweep but it ends up in the center of the map and i cant figure out the problem with it. I dont know the properties of a scanner sweep thingy, im kinda lost. Im pretty sure i made my triggers right and i checked them but there must be something im missing.

The trigger is like this:
Command(All Players, AtLeast, 1, Scanner Sweep);

MoveLocation(location0, Scanner Sweep, All Players, Anywhere);
RemoveUnit(Scanner Sweep, All Players);
SetSwitch(blah etc)
Report, edit, etc...Posted by BeeR_KeG on 2004-11-01 at 10:15:26
If you can't use scanner sweeps(which I think you can't via triggers), use Dark Swarm which I'm sure that you can.
Report, edit, etc...Posted by Kenoli on 2004-11-01 at 10:35:17
Im using it for its infinite range, and dark swarm dosent have that.
*im trying to make a test to see if it works but starforge keeps crashing wallbash.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-01 at 12:52:01
Your problem is you can't center a location on a scanner sweep sorry.
Report, edit, etc...Posted by Kenoli on 2004-11-01 at 13:08:42
Is there anything else i cold use? Maybe have it shoot out in the dicrection you want.. didnt tux make something like that with the defiler? I gotta see how that one works.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-01 at 13:33:18
Thats above your skill level. Sure i suppose you could copy the triggers but it is my opinion that you lack the skills to use them correctly. But hey don't let me get you down.
Report, edit, etc...Posted by Kenoli on 2004-11-01 at 14:23:34
Im making missile command. But making the shooting system last was a bad idea.
I want it so you can click on the minimap to shoot, and scanner sweep would have worked perfectly for that.
The gunner system i think he called it, may be a little too hard to use to shoot the things... So i need to think of something that will work for the minimap.
Report, edit, etc...Posted by BeeR_KeG on 2004-11-01 at 14:33:02
I used to play missle command but i forgot it.

How is the gameplay in Missle Command supposed to be like?
Report, edit, etc...Posted by Kenoli on 2004-11-01 at 14:43:23
Here is a screen shot from my game (of the minimap at least):
user posted image
Report, edit, etc...Posted by PCFredZ on 2004-11-01 at 15:19:19
I don't know how to solve the problem you want but, if you're wondering why your trial ended with the location in the center of the map...

Center Location, if it can't find the unit you're trying to center it on, will center the specified location in the center of the map.

To extrapolate, if you try to center the same location on a unit that exists and a unit that does not exist, the location will end up in the center of the map anyway.
Report, edit, etc...Posted by Kenoli on 2004-11-01 at 15:39:11
Now im just trying to think of another way to do the same thing. If you have any ideas i would love to hear them..
Report, edit, etc...Posted by Paella on 2004-11-01 at 15:54:38
Maybe you could unload a unit from a drop ship, or make an interceptor in a carrier to trigger the effect? Those are the only options that I could think of right now.
Report, edit, etc...Posted by Kenoli on 2004-11-01 at 15:59:02
The problem is not when the event happens, its where it happens. The players needs to be able to click on the minimap to place the shot quickly and easly.

Im trying to think of unit abilities with unlimited range.. So far i came up with a flag beacon's 'place COP' and i know you can move a location to those... But i dont know how easy would be to use that system.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-01 at 17:04:06
I think thats about the best your going to come up with for unlimited range. There are a few other things but nothing as conveniant as a scanner sweep would have been.
Report, edit, etc...Posted by RiShiN.rK on 2004-11-01 at 18:21:28
You can just use a flag beacon like in beacon defence. You can get your infinate range that way, but not on the minimap
Report, edit, etc...Posted by Phyrion on 2004-11-01 at 19:16:04
The trouble with the moveable beacons is that it only works for a limited time after the game starts, and then they all become unmoveable.

You can use the following idea, but give me credit because frankly, its genius wink.gif

Make a grid full of civs, and then use recall (which has unlimited range) to recall the civs and thus identifying the area of effect.

Geez, I guess I need to get some UMS genius cards made so I can pass them out at parties, huh.
Report, edit, etc...Posted by Urmom(U) on 2004-11-01 at 19:53:25
but phyrion if i understand your idea wouldnt that have limited direction and it would be kind of hard to aim at the civs on the minimap because recall range is very small.
Report, edit, etc...Posted by PCFredZ on 2004-11-01 at 20:00:19
Phyrion, let me give you an example of when that wouldn't work.

I've had an idea to make a Command & Conquer: Generals map, complete with the General Abilities--one of which is to spawn a few units at ANY location on the map. However, if you have Civilians everywhere on the map, it will render fog-of-war completely useless.
Report, edit, etc...Posted by Phyrion on 2004-11-01 at 22:12:10
To pcfredz: Why would you need fog of war? It looks like from the mini map, that you are supposed to watch it, watch the incoming missle and zap it with one of your own missles. Maybe Kenoli can explain his intent more clearly, but it seems like my idea could work.

To urmom: Recall range is unlimited. So what would limit the direction? What would make it hard in the corners? It sounds like the suggestion he is asking is to use the mini map to fire, so why would it have to be precise?

To: Kenoli explain your map more please as in:
1.) Do you need fog of war? Looks like not, but just the same happy.gif
2.) Is it multi-player?
3.) What is the object of the game?
Report, edit, etc...Posted by LegacyWeapon on 2004-11-01 at 22:20:59
QUOTE(Phyrion @ Nov 1 2004, 07:16 PM)
The trouble with the moveable beacons is that it only works for a limited time after the game starts, and then they all become unmoveable.

You can use the following idea, but give me credit because frankly, its genius wink.gif

Make a grid full of civs, and then use recall (which has unlimited range) to recall the civs and thus identifying the area of effect.

Geez, I guess I need to get some UMS genius cards made so I can pass them out at parties, huh.
[right][snapback]92992[/snapback][/right]

The grid would constantly be replaced when civs get recalled,
The grid would have to be pretty damn big so you dont have a HUGE MISSLE area of affect.
The grid would be possible though with a coordinate system either by SaLaCiouS(U), Tuxedo-Templar, or me tongue.gif, thus not having to make 500 locations for the grid area.

Here is an example of the beacon way though. It works tongue.gif
You just need to make sure the beacon isnt placed on itself :\
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-01 at 22:44:33
QUOTE(LegacyWeapon @ Nov 1 2004, 10:20 PM)
The grid would constantly be replaced when civs get recalled,
The grid would have to be pretty damn big so you dont have a HUGE MISSLE area of affect.
The grid would be possible though with a coordinate system either by SaLaCiouS(U), Tuxedo-Templar, or me tongue.gif, thus not having to make 500 locations for the grid area.

Here is an example of the beacon way though. It works tongue.gif
You just need to make sure the beacon isnt placed on itself :\
[right][snapback]93152[/snapback][/right]


What did you just copy Salacious's system or did you recreate it without looking? Salacious's grid system detects the units movement not the units corrdinates. It is possable to make a grid system that detects the corrdinates but the one Salacious and you made do not do that.
Report, edit, etc...Posted by Kenoli on 2004-11-02 at 03:17:47
You have 3 cities at the bottom, red lines come down from the top of the map toward (usually toward ._.;;;;) your cities. Each city has 2 life points, and they lose one when they get hit.
You would have had 3 comsat stations, one for each city, and one would be killed if a city gets killed. When you lose all of them its game over. The comsat stations are your guns, you use them to shoot the red lines (and you have to hit the very end of them to kill them)

Can you move a location to a recall... thingy...?


user posted image
Oh yeah, its a single player game, but there can be a couple observers to it.
If your guns are comsat you could see any of the map you want, but its all revealed to start with.
And, those grid systems cant do anything at where the 2 locations overlap, its just for detecting movement in different directions. and how could those possibly help me? ._.
Report, edit, etc...Posted by TEC_Ghost on 2004-11-02 at 06:01:24
Didnt read whateveryone else posted cause its 5am, but 1 simple way it making the enemy observers and you have a bunch of "Marines" or whatever all over the place, and when u use comstat station you will be able to see the obs and they will kill it. Not the best solution, but if nothin else works, its worth a try pinch.gif
Report, edit, etc...Posted by Kenoli on 2004-11-02 at 07:23:41
I want to avoid filling the map with units and locations
Report, edit, etc...Posted by LegacyWeapon on 2004-11-02 at 10:48:37
QUOTE(Kenoli @ Nov 2 2004, 03:17 AM)
You have 3 cities at the bottom, red lines come down from the top of the map toward (usually toward ._.;;;;) your cities. Each city has 2 life points, and they lose one when they get hit.
You would have had 3 comsat stations, one for each city, and one would be killed if a city gets killed. When you lose all of them its game over. The comsat stations are your guns, you use them to shoot the red lines (and you have to hit the very end of them to kill them)

Can you move a location to a recall... thingy...?
user posted image
Oh yeah, its a single player game, but there can be a couple observers to it.
If your guns are comsat you could see any of the map you want, but its all revealed to start with.
And, those grid systems cant do anything at where the 2 locations overlap, its just for detecting movement in different directions. and how could those possibly help me? ._.
[right][snapback]93249[/snapback][/right]

Read my solution on the last post of page 1.

Here's an example
I practically made the map but here's the example of what you wanted tongue.gif

Edit- fixed the map glitch tongue.gif
edit2- damn thing still glitchy owell :\ it only attacks the rightmost place
edit3- changed the method of deployment to switches tongue.gif
edit4- oh i must love editting cuz i just fixed the map yet again!
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