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Staredit Network -> UMS Assistance -> detecting burrowing
Report, edit, etc...Posted by Urmom(U) on 2005-01-21 at 17:07:20
ok, for an rpg im making im using a unique system. when you burrow you hydralisk itll use a certain item. Ive tried everything I could think of to get this trigger to work. could someone explain what they fixed in this map i made to isolate my problem? also could they post an updated and fixed version for later reference?
some of the triggers may be repetative because i was testing.
[attachmentid=4317]
Report, edit, etc...Posted by LegacyWeapon on 2005-01-21 at 17:33:40
The last trigger seems kinda pointless...
And what of trigger order? Maybe the triggers move the drone to the 'ling' and back too fast so that the triggers at the bottom of the list never detect the drone's presence.
So I suggest you move the trigger that moves the drone back to 'detect' to the bottom of the list.
These things might help, if not, then I don't know what.

Edit- Location 'ling' might be too big?
Report, edit, etc...Posted by chuiu on 2005-01-21 at 17:34:36
I disabled the first move trigger for p2 to detect, that was getting in the way of it working. I enabled the check for a switch in the trigger that sets deaths. I added a new trigger which would run when both units were in the same location and when you brought 1 men to potion. And I changed the last trigger which would eveluate to effectively NEVER.

It should work almost perfectly now. The only problem is the triggers run 3-4 times before the ling has time to unburrow. What you should do is move it to a new 2 width 1 height box where it has to move from the left to the right, when it gets to the right move it back to the old box, and make sure no triggers run while it's in the new box by setting a switch before it goes there and clearing one after it goes back.

Here you go: [attachmentid=4318]
Report, edit, etc...Posted by Urmom(U) on 2005-01-21 at 17:46:27
QUOTE(Chu)
It should work almost perfectly now. The only problem is the triggers run 3-4 times before the ling has time to unburrow. What you should do is move it to a new 2 width 1 height box where it has to move from the left to the right, when it gets to the right move it back to the old box, and make sure no triggers run while it's in the new box by setting a switch before it goes there and clearing one after it goes back.


just a few quick questions. wat do you mean by a 2 width and 1 height box? also, i was trying to experiment with clearing the switch for about 2 seconds but it still uses the potion twice and displays the text twice for some reason. Last question:P by boxes do you mean locations? so when its unburrowing id move it to another spot, clear or set the switch, then move it back and let it unburrow, then clear or set the switch that prevents others from running?

<edit> perhaps i could maybe give the unit to a neutralplayer when its unburrowing so that it doesnt activate the trigger again. i guess ill go test this out.
Report, edit, etc...Posted by Drakiel on 2005-01-21 at 17:53:10
Not in regards to your question, but still on topic:

HOW exactly DO you detect burrowed units?
I know I know "We have a tutorial for everything!"
But I didn't exactly understand it.
I do remember hearing somewhere that it must be done in Starforge.

Can anyone go into an indepth/step-by-step process of how to use detect burrowed units?
Perhaps a video tutorial, or walkthrough?
Report, edit, etc...Posted by MapUnprotector on 2005-01-21 at 17:55:19
QUOTE(Drakiel @ Jan 21 2005, 06:53 PM)
Not in regards to your question, but still on topic:

HOW exactly DO you detect burrowed units?
I know I know "We have a tutorial for everything!"
But I didn't exactly understand it.
I do remember hearing somewhere that it must be done in Starforge.

Can anyone go into an indepth/step-by-step process of how to use detect burrowed units?
Perhaps a video tutorial, or walkthrough?
[right][snapback]129494[/snapback][/right]


I believe the concept is moving a unit or somthing over the burrowed unit with a location over it, if the building is in the location then its burrowed, if its not then its not burrowed
Report, edit, etc...Posted by Urmom(U) on 2005-01-21 at 17:56:24
ok well, first you make a small location thats centered on the unit youll detect. then you have another unit thats kind of a checker being moved constantly to that location and back. when they burrow, both of the units will be at the location so you use that as your conditions. then you use the order trigger to make it unburrow. thats basically the udea.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-21 at 19:58:22
QUOTE(Drakiel @ Jan 21 2005, 04:53 PM)
I do remember hearing somewhere that it must be done in Starforge.
[right][snapback]129494[/snapback][/right]


Thats total bull crap, its pure triggers.

PS. I thought i tried to explain this to you once. . .
Report, edit, etc...Posted by Urmom(U) on 2005-01-21 at 20:02:52
well yes i remember. but this is a little different i guess(to me) because i understand how to just plainly detect if the unit is burrowed. just the adding the using items in is what is confusing me. ATM im still trying to figure out how to stop the trigger from firing more than once so it doesnt waste more potions or w/e item than needed.

<edit> i think a good tutorial should be made for people that dont know the system and once i understand how to add different actions im going to make a map based on this because ther are so many possibilities with detecting burrow.
Report, edit, etc...Posted by chuiu on 2005-01-22 at 03:30:09
I hope you can see all the changes I made, I don't have much time to talk about them.

[attachmentid=4326]
Report, edit, etc...Posted by Drakiel on 2005-01-22 at 08:59:03
Also in regard to detecting burrowed (SORRY For going off topic on YOUR "New Topic", but I don't want to waste a topic slot);

in TWO maps I saw using burrow detection, they use a location that can not be found in the map (but is displayed when using a trigger requiring location).
Is the location 1pixil (not square, pixil) in size and I just can't see it?

That's mainly what's confusing me.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-22 at 11:27:02
You can change the size of locations in Starforge and SCM Draft so that it is not required that they snap to the grid.

using a smaller than 32pix X 32pix location isn't required but it makes it alot easyer if your detecting the burrowed status of a small unit. (anything but a lurker)
Report, edit, etc...Posted by Urmom(U) on 2005-01-22 at 11:48:58
QUOTE(Chu @ Jan 22 2005, 03:30 AM)
I hope you can see all the changes I made, I don't have much time to talk about them.

[attachmentid=4326]
[right][snapback]129846[/snapback][/right]


thanks guys(especially Chu), I finally understand it and I will study it some more before I implement it into my map. I'll leave this thread open for anybody else who has troubles with the method.
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