Staredit Network

Staredit Network -> UMS Assistance -> Is it possiable?
Report, edit, etc...Posted by WellMad on 2004-11-22 at 22:56:16
is it possiable to get a Reavers Scarb to move around the map ie from location to location, with out it timeing out? and stuff?

Cus i though of new idea but need to know if this was possiable first?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-22 at 23:34:01
I don't know if there is a way to keep it from 'timing out' but you can make it appear that it doesn't.
Report, edit, etc...Posted by WellMad on 2004-11-22 at 23:36:11
hmm

is their a way to make one at a spwn point with out a rever? cus maybe if cannot stop it timing out could remove and remake at the different move points?
Report, edit, etc...Posted by Tuxedo Templar on 2004-11-23 at 01:08:57
You can give the reaver something to fire at, and then when the scarab appears you can 'move' it to whatever location you like. You can 'order' the scarab too, but you have to use AI scripts to do it ('Set Generic Target' and 'Patrol to Corner', I think they were. There's a tutorial on it somewhere I suggest you read that first.)
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-23 at 01:21:54
Center A location on the scarb constantly, when it "times out" move a new one there and continue giving it the same order.
Report, edit, etc...Posted by WellMad on 2004-11-23 at 04:02:16
ok thxs, I try both and post what i find here.
Report, edit, etc...Posted by T.s.u.k.a.s.a on 2004-11-23 at 07:21:30
The scarab won't time out if you create one using the create unit trigger. I'm not sure if a trigger will create it properly. I don't think pre-placed scarabs time out. I have seen a preplaced scarab last for an entire game (It belonged to player 14). Then use the move order and I think you'll have to use the set generic target trigger too. It would be cool if you could control interceptors and scarabs by selecting them and using a menu.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-23 at 12:11:02
Pre-placed is slightly possible, but you cannot create them, else why would all those maps have people having reavers in corners!
Report, edit, etc...Posted by Mini Moose 2707 on 2004-11-23 at 13:11:57
» Moved to Assistance
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-23 at 14:39:02
QUOTE(T.s.u.k.a.s.a @ Nov 23 2004, 06:21 AM)
The scarab won't time out if you create one using the create unit trigger. I'm not sure if a trigger will create it properly. I don't think pre-placed scarabs time out. I have seen a preplaced scarab last for an entire game (It belonged to player 14). Then use the move order and I think you'll have to use the set generic target trigger too. It would be cool if you could control interceptors and scarabs by selecting them and using a menu.
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If the scarb doesn't dissappear when owned by players above 8 then it still can't be ordered because the AI scripts required need to be ran by the player who owns it. And players above player 8 can't run triggers.
Report, edit, etc...Posted by Paella on 2004-11-23 at 14:58:32
I do believe that player 12 can run triggers, it just can't own them.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-23 at 18:29:38
Player 9 and up cannot spawn units, they can run triggers. They can kill units and move them.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-23 at 18:32:53
QUOTE(Paella @ Nov 23 2004, 01:58 PM)
I do believe that player 12 can run triggers, it just can't own them.
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If you can't own triggers you sure as hell can't run them.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-23 at 21:47:39
Yes, you can have something like

Players: Player 1
Conditions: Switch is Set
Actions: Order all marine owned by neutral Players to move to location 'hello'


If you run the Generic Command and Patrol Script, I think the scarabs won't time out at all.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-24 at 02:31:54
I'm saying if a player runs a trigger they OWN that trigger. Refering to a differant player in the actions or conditions of one players trigger doesn't mean that differant player runs the actions.

For example

Trigger
Description:
Player 1
Conditions:
¤ Always
Actions:
¤ Create one marine for player 2 at anywhere
¤ Preserve Trigger


Player 1 RUNS that trigger. Player two doesn't run it because he doesn't own it.
Things like 'player 12 triggers' are not triggers run(owned) by player 12, there triggers that refer to player 12.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-24 at 18:52:32
In clever format its about how the Trigger interpret what has been sad corresponding to the owner and target. If they differ on certain articles things are not possible.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-25 at 03:00:35
Player 12 can own triggers if they have a start location.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-25 at 05:10:57
Prove it then, cause i don't belive you.
Report, edit, etc...Posted by WellMad on 2004-11-25 at 12:44:12
Think we getting away from the issue od scarbs, I tested with Spawn scarbs and reavers making and moving them the aswer is only way can do it is to have like 30 reavers in the top/bottom conner of the map and move unit or will not work =/.

Well at these this idea now been tested.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-11-25 at 20:28:43
QUOTE(Kept_Wheat @ Nov 25 2004, 03:00 AM)
Player 12 can own triggers if they have a start location.


Technically Player 12 CAN own triggers. Doesn't mean they'll work though. tongue.gif
Report, edit, etc...Posted by IsolatedPurity on 2004-11-25 at 20:47:32
Ugh... scarabs were the bane of the rpg I was making before I became admin. When you move a scarab from a location to a location, it appears as if their time of existance gets reset. Although I didn't care to test this, it is just based off my observation. Logically speaking, scarabs blow up once they reach their target or attempt to reach the 'generic target point' or whatever. If they never reach their goal, they can never explode, no? Perhaps...

On another note, if P9+ scarabs never blow up, then all this talk about who can own what triggers is pointless to a degree. Having P1 own a trigger to move p9 scarabs around would solve this question, right?

I never did actually get the whole concept of setting the generic target point. Even though I set it at location whatever, they always tried to move to the northwest corner. It did look cool as hell though to use the grid system and have 8 scarabs start in a star fashion around your hero and move to a focused area to blow censored.gif up. Yeah. That would have kicked ass. Spells in rpg's are usually lame. I should work on that censored.gif some more. Yeah, those bizillion questions I was pounding this forum with when I first joined was amounting to something worthwhile.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-25 at 20:53:00
To order scarabs , interceptors, or nukes; you need to use use both the set generic target and patrol to upper left corner AI scripts.

AI scripts only work for current player (the player running them). Because AI scripts run for current player and triggers owned by players above player 8 do not fire, you cannot order scarbs around if they are owned by Player 9+. (unless for some odd reason the order action works, when it doesn't for the other players, doubt it)
Report, edit, etc...Posted by Chill on 2004-11-25 at 21:25:02
QUOTE
If they never reach their goal, they can never explode, no?

No, they explode after a set amount of time.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-25 at 22:12:16
No. Like in ummm.. Tux's A&O Trailer, when the 4 defilers are moving in crystally area, there are scarabs everywhere, but they don't blow up. They don't explode if you do the triggers right an dleave them alone.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-26 at 09:49:51
QUOTE(Chill @ Nov 25 2004, 09:25 PM)
No, they explode after a set amount of time.
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I dont think they do. I think youre reffering to when they hover and cant seem to find their target because its behind a wall and then they explode.
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