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Staredit Network -> UMS Assistance -> Units move after Teleporting..
Report, edit, etc...Posted by Neiji on 2004-11-03 at 18:30:08
In the map I'm making, after I teleport a Zealot from a location to another one, after it's finished teleporting, it starts moving around everywhere. How do i stop this from happenening?
Report, edit, etc...Posted by KlowN. on 2004-11-03 at 18:47:54
upload the map or just tell what the teleporting trigger is... if ur more descriptive i can probably help u
cool1.gif
Report, edit, etc...Posted by KaboomHahahein on 2004-11-03 at 19:50:16
Are you sure there is no other triggers interfeering? Are you triggers exactly like this?
(explcuding names and players etc)

COndition

PX brings 1 zealot of location X

Action

Move Zealot at location X to location Y
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-03 at 20:21:24
Are there any influences a zealot at new locations, enemy units, etc.
Report, edit, etc...Posted by Paella on 2004-11-03 at 21:05:29
You could order it to the location that it is already at afterwards and see if it won't calm down.
Report, edit, etc...Posted by Neiji on 2004-11-03 at 21:48:01
There are no triggers affecting this... and when an Overlord is created, how come it moves a little? And, how come I can't go to the topic for Plight of the Andronae?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-03 at 22:38:07
I belive neutral units try to walk back to where they were standing when there moved. (i had that problem with tetris but never bothered to look into it much)
Report, edit, etc...Posted by Neiji on 2004-11-03 at 22:58:38
No, this is a Computer player.
Report, edit, etc...Posted by Paella on 2004-11-04 at 06:11:57
Johnznothere78, as I haven't seen the map I can't tell you why. Try to do that with the zealot though, order it to the same location. As for the overlords, most airunits move a little when the are created, I really don't know why.

And for me, the link works happy.gif..
Report, edit, etc...Posted by Drakiel on 2004-11-04 at 12:43:55
There can be multiple reasons... I'll go through a list, you can check 'em off.
Doubt these are all, but here are a handful:
1. Check for ANY AI script that might be running for that computer. ANY whatsoever. Check all your AI scripts period, and make sure that computer isn't affected.
2. Order of operations is a BIG deal in starcraft, if you run AI script any time after the zealot is teleported, it will obviously take affect.
3. Check the order that MAKES the zealot move to the area of teleportation (enter teleport). Is it preserved? Make sure he only moves ONCE, if it's preserved, he might try to get BACK to the (enter teleport).
4. Same with AI, are there any ORDER commands active?
5. Are there any computers nearby that might cause the zealot to react and attack, or move? Check alliance status of all players?

A solution may be making them move back to the teleported location.
Example:
Player brings at least 1 zealot to Enter Teleport
-
Move all zealot at Enter Teleport to TO Teleport
Order all zealot at TO Teleport to attack to TO Teleport

This can all be done in one trigger, Order of operations is important... The zealots will already be moved by the time it picks up the "order" command.

Good luck, and if I can help anymore... lemmie know!
Report, edit, etc...Posted by Paella on 2004-11-04 at 15:29:16
Drakiel, I was thinking of having him order the Zealot there with the same trigger that moved him. Because that trigger you posted right there would prevent the Zealot from ever moving out of the teleport spot.
Report, edit, etc...Posted by Neiji on 2004-11-05 at 12:08:37
Paella, I sent u the map with a PM.... plz respond...
Report, edit, etc...Posted by LegacyWeapon on 2004-11-05 at 15:54:35
I think all enemy units that have some kind of Stand Ground AI in their memory, they will try to return to their original position. I tried something with the grid movement and it didnt work because the unit kept trying to go back to its original spot.
Report, edit, etc...Posted by Neiji on 2004-11-05 at 17:04:13
And... you can't fix that?
Report, edit, etc...Posted by LegacyWeapon on 2004-11-05 at 17:13:58
You can give the unit to p12 before moving it then give it back afterwords. That will work.
Report, edit, etc...Posted by RiShiN.rK on 2004-11-06 at 17:51:01
I've had this problem a couple of times before and like Paella said, telling him to order to the location you move him to should work
Report, edit, etc...Posted by Neiji on 2004-11-07 at 00:13:50
Nah, I'll just remove + create unit
Report, edit, etc...Posted by Drakiel on 2004-11-08 at 00:07:40
A solution may be making them move back to the teleported location.
Example:
Player brings at least 1 zealot to Enter Teleport
-
Move all zealot at Enter Teleport to TO Teleport
Order all zealot at TO Teleport to attack to TO Teleport

QUOTE(Paella @ Nov 4 2004, 08:29 PM)
Drakiel, I was thinking of having him order the Zealot there with the same trigger that moved him. Because that trigger you posted right there would prevent the Zealot from ever moving out of the teleport spot.
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Actually, no it wouldn't... Aye, the move is preserved, but Notice the CONDITION...
ONLY WHen zealots ENTER the teleport, will they be ordered to freeze at their destination. So they won't forever be stuck there, only when OTHER zealots are entering.
Report, edit, etc...Posted by Thels on 2004-11-08 at 11:04:59
the 'bring' condition just means you need to have a unit at that location. It doesn't matter if the unit just arrived there, or was standing there for half an hour already.

You could of course set a switch with that trigger, and make another trigger that clears the switch if no zealots are at the location.
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