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Staredit Network -> UMS Assistance -> Seige Tanks
Report, edit, etc...Posted by iamandragon on 2005-01-02 at 01:41:40
Is there any-possible-way to force a tank to unseige with a trigger? I'm trying to make a switch with a seige tank, where players seige the tank to toggle a switch and switch between two different mode. Most of my friends told me to destroy the tank but I'd prefer that the players can hotkey that tank in the beginning without needing to do it for the second time in game.

So...how do you Force a seiged Terran Seige Tank to unseige with triggers?

It's best it can be done with triggers, but if you have any other suggestions, please tell me.
Report, edit, etc...Posted by terrenblade on 2005-01-02 at 01:53:25
there are better ways to give players a hotkeyable swich, as my friend minimoose found out in last dawn, The best way sofar is to have the players controll a unit producing building and when they command one of the unit's from it, in the location near it, the respective trigger fires. besides, seage tanks are slow.

Or, you could do it with swiches, using a swich to determan which mode the tank was in, then when it swiched modes, fire the trigger and toggle the swich, but you need a swich for each player.
Report, edit, etc...Posted by LS-Baba on 2005-01-02 at 06:06:34
I think I have an idea...You know in those Splash Defense games when you buy a tank and siege it, it turns into the computer's unit. If the tank is too close to an enemy unit, it automatically unsieges itself so that he can attack it right? Well maybe you could make a computer tank for each player with different locations on them. You could create a burrowed ling with infinite HP (so it won't die, burrowed so it won't run away and it's unseen) close to the tank to make it unsiege then place it within the tank's range to siege him!! (computer AI auto unsieges at close range and sieges at far range) Your triggers would be like this:

Players: Player 1

Conditions: Player 8 (computer) commands exactly 1 terran siege tank(unsieged)
at *tank island P1*

Actions: Set *switch*

-----------------------------------------------------------------------------------------------

Players: Player 1

Conditions: Player 8 commands exactly 1 terran siege tank(sieged) at
*tank is here*

Actions: Clear *switch*

=====================================================

if your map's point is to let them seige it on their own but force it to unsiege when time runs out or anything then you do this:

Players: Player 7

Conditions: (whatever conditions you want for the tank to siege)

Actions: Move zergling at *away from tank* owned by player 7 (zergling computer
that 8 is (unallied to) to *near tank*

-----------------------------------------------------------------------------------------------

Players: Player 7

Conditions: (time runs out or something)

Actions: Move zergling at *near tank* owned by player 7 to *away from tank*

=====================================================

Well I hope you understand this and OMFG if this isn't even what you wanted frusty.gif, but you should be able to have gotten some information from this post. PM me if maybe you want a test map I will try to make one ASAP. OK bye hope I helped ya.
Report, edit, etc...Posted by chuiu on 2005-01-02 at 09:30:10
LS-Baba, kinda has the right idea.

When you want the tanks to unsiege, try giving them to a computer player and then ordering them to move to the location they are at. Yes, move nowhere. If the computer owns the tank, it will unsiege to move and then stay there. When it unsieges, you can just give it to the player again.

And I'm almost 100% positive the player keeps the hotkey as long as he doens't reassign it before he gets his tank back.
Report, edit, etc...Posted by AqoTrooper on 2005-01-02 at 10:09:00
there is a simpler way...
when a player moves a civ over a become or whatever you used for a switch, create under the tank a foe burrowed lurker, the lurker will attack and the tank's AI will tell it to unsiege... so wait 2000 miliseconds refresh tank's life and remove that lurker.
Report, edit, etc...Posted by LegacyWeapon on 2005-01-02 at 17:32:13
We have tutorials for everything!
http://www.staredit.net/index.php?act=tuto...20Normal%20Mode
Report, edit, etc...Posted by Deathknight on 2005-01-02 at 18:24:30
Um, the wait isn't necessary. You could give the tank to the player WHILE it is unsieging, can you not?
Report, edit, etc...Posted by Phyrion on 2005-01-02 at 19:00:34
QUOTE(iamandragon @ Jan 2 2005, 01:41 AM)
Is there any-possible-way to force a tank to unseige with a trigger? I'm trying to make a switch with a seige tank, where players seige the tank to toggle a switch and switch between two different mode. Most of my friends told me to destroy the tank but I'd prefer that the players can hotkey that tank in the beginning without needing to do it for the second time in game.

So...how do you Force a seiged Terran Seige Tank to unseige with triggers?

It's best it can be done with triggers, but if you have any other suggestions, please tell me.
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If you give the tanks to any other player, the tank will lose it's hotkey number. Can't you just make the human player unsiege and resiege?
Report, edit, etc...Posted by Deathknight on 2005-01-02 at 19:04:36
It will not lose its hotkey number. If it is given back, the hotkey will work.
Report, edit, etc...Posted by Phyrion on 2005-01-02 at 19:10:07
Hmm, that's what you get for assuming...

Anyway, if the object is to make a switch out of a siege tank, just use reavers instead. 0 scarabs is off, 1 scarab is on. After using siege tanks for switches in my game, I found that it gets really irritating to siege, unsiege.
Report, edit, etc...Posted by LS-Baba on 2005-01-02 at 19:15:01
But say it is something like a defense where he wants the feeling of the map to be mechanical. If you put a reaver there then it will change that feeling. There has to be a reason he wants it to be a tank and nothing else. Also, I am super certain that there is a way easier than my way because I have the concept but it can probably be broken down into something simpler
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-02 at 19:39:47
But the sieging thing can be a real pain. I don't think it maters if you use a reaver instead. scarabs insode reavers satisfy the 'brings unit to location' condition, right? You have something nearby it attacks, so it will reset itself always.
Report, edit, etc...Posted by chuiu on 2005-01-02 at 20:05:31
Phyrion, he wasn't assuming anything. If you hotkey a unit, give it to another player, and then give it back the unit will stay on that hotkey number. Unless you have already changed the hotkey.
Report, edit, etc...Posted by Phyrion on 2005-01-02 at 20:21:28
QUOTE(Chu @ Jan 2 2005, 08:05 PM)
Phyrion, he wasn't assuming anything.  If you hotkey a unit, give it to another player, and then give it back the unit will stay on that hotkey number.  Unless you have already changed the hotkey.
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I was referring to myself...

ADDITION:
QUOTE(Zerg Playing Dead @ Jan 2 2005, 07:39 PM)
But the sieging thing can be a real pain.  I don't think it maters if you use a reaver instead.  scarabs insode reavers satisfy the 'brings unit to location' condition, right?  You have something nearby it attacks, so it will reset itself always.
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Actually the "remove unit" command will remove scarabs from inside of the reavers.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-02 at 20:40:27
That makes things easy. So, I assume they can be detected in them, right? Like nukes in a silo, biggrin.gif
Report, edit, etc...Posted by Deathknight on 2005-01-02 at 21:21:21
The "easy" way is not always the best way...
Report, edit, etc...Posted by chuiu on 2005-01-02 at 22:46:24
censored.gif , I'm sorry. The method I posted doesn't work. Though I remember doing the same exact triggers back with 1.09 and having it work fine. I don't know whether it was the patch difference or whether I'm just remembering it wrong. Sorry.
Report, edit, etc...Posted by Phyrion on 2005-01-03 at 19:54:45
QUOTE(Ðeathknight @ Jan 2 2005, 09:21 PM)
The "easy" way is not always the best way...
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Do you actually have some better idea in mind, or were you just spouting random wisdom? happy.gif
Report, edit, etc...Posted by iamandragon on 2005-01-04 at 10:00:55
No one got idea?...To unseige a tank with trigger...
Blizzard should add such a trigger!
Report, edit, etc...Posted by chuiu on 2005-01-04 at 10:34:20
Dude, one person showed you a way, and another person linked you to the tutorial of it in the database.
Report, edit, etc...Posted by iamandragon on 2005-01-04 at 13:01:17
QUOTE(Chu @ Jan 4 2005, 10:34 AM)
Dude, one person showed you a way, and another person linked you to the tutorial of it in the database.
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I don't want the player to loose the hotkey number, which I stated well. Both solutions dont suit the case. It's true you don't loose the hotkey number if you give a unit of that group away and give back. However, if you try to hotkey recall the group while it's given to another group, it's gone. That's my initial problem.
I've also tried lurkers and reaver, but they both have flaws so no. Lurkers will not unburrow of there is still a target around, while the move order won't move it. Reavers...if a player decides to make a whole bunch of Scrabs it'd be bad.

And don't worry about ruining the look of the map. The idea of hotkeying the tank is so that the player don't need to look at them while playing.

Inside information
The tank is there to toggle a mode between 'peaceful' and 'hostile' mode for the player. When the player toggles the switch with the tank, the character they controls immediately switches modes. In peaceful mode all the computer are shown as his allies, while in hostile is vice vesa. However, I also want to set a timer as if when it runs out, it automatically toggles back to peaceful mode.

Perhaps the only solution is buildings, but it'd be really bad idea cux the player might start mass producing...
Report, edit, etc...Posted by chuiu on 2005-01-04 at 13:17:07
If you're worried about them mass producing with buildings then take away supply to prevent them from producing more than they have.

Or you can just make your triggers handle the events (units built) one at a time.
Report, edit, etc...Posted by iamandragon on 2005-01-05 at 07:06:15
Hmm...that's also a solution...
But I still want to unseige a tank, not for the switch now but for a different case. Is it really that hard to do so?
Report, edit, etc...Posted by Shadowed on 2005-01-05 at 07:15:09
isn't there like a AI script like there is for bunkers?? cos then you could just run the AI script at the location of the tank and then play around by doing stuff like... move all tank to wall and run AI script 'siege mode'

display text: good the tanks are defending the wall lets make sure we stop theese protoss muhahahahaha

tongue.gif w00t.gif biggrin.gif lol hope evryone is ok bout my post cos i not sure that its 100% posible, been told i have a amazing fantasy brain tongue.gif
Report, edit, etc...Posted by iamandragon on 2005-01-06 at 03:42:17
QUOTE(Shadowed @ Jan 5 2005, 07:15 AM)
isn't there like a AI script like there is for bunkers?? cos then you could just run the AI script at the location of the tank and then play around by doing stuff like... move all tank to wall and run AI script 'siege mode'

display text: good the tanks are defending the wall lets make sure we stop theese protoss muhahahahaha

tongue.gif   w00t.gif   biggrin.gif  lol hope evryone is ok bout my post cos i not sure that its 100% posible, been told i have a amazing fantasy brain tongue.gif
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Thanks for you advice, I just checked. No such script.
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