Staredit Network

Staredit Network -> UMS Assistance -> Moving away
Report, edit, etc...Posted by Azu on 2006-03-26 at 20:11:04
Just make the marine unally the lurker, the marine will shoot the lurker, lurker will run away, then heal teh lurker
Report, edit, etc...Posted by JaFF on 2006-03-27 at 07:49:59
QUOTE(Azu @ Mar 27 2006, 04:10 AM)
Just make the marine unally the lurker, the marine will shoot the lurker, lurker will run away, then heal teh lurker
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& if the lurker is 50% HP when he comes near the marine, he will get healed to 100% after. oh, & if lurker is 1-5 Hp he will surely die from the shot.
Report, edit, etc...Posted by r[s]t on 2006-03-28 at 00:13:14
yes jammed i do.

Explain how to do that if possible too!


Pm me it please.

Thanks!
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-28 at 01:24:39
You could do the direction detection with this like jammed said, only draw back is the fact you can see the science vessels. I didn't like this and thought it kinda sucked, but then I realized why not cloak it, so if you dont want your players to see the science vessel use this trigger for a computer player, so the players dont crash, or a nuetral player and wala you have what you need to do it, and no-one can see the science vessels.

Conditions:
Always();

Actions:
SetDoodadState(Disable, Science Vessel, CurrentPlayer, Anywhere);
Wait(111);
SetDoodadState(Enable, Science Vessel, CurrentPlayer, Anywhere);
Wait(111);
SetDoodadState(Enable, Science Vessel, CurrentPlayer, Anywhere);
Wait(111);
MoveUnit(All, Science Vessel, P8, Anywhere, Location 0);

This was taken from the tutorials section.

ADDITION:
Also, Jammed would you mind posting the attachment of the map for direction detection, I had it in my maps folder for a place I could save and load the triggers from, but I have since reformated and would like to add it to the folder again and forgot how to set it up, and cant find the tutorial on it again, lol, Thanks.
Report, edit, etc...Posted by JaFF on 2006-03-28 at 05:26:19
huh confused.gif i dont see those vessels as they appear so i dont cloack them. dunno why u think they can be seen.. maybe only with lags.

BTW, sorry for my noobishness, but i dunno how to submit. u just clisk the submit button & then just write the name of map, taht's it ? i'm just not sure, cuz in my logic i should type the directory of the map to submit it, but where to do taht ??? helpsmilie.gif helpsmilie.gif helpsmilie.gif
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-28 at 17:10:22
QUOTE(Jammed @ Mar 28 2006, 05:25 AM)
huh confused.gif i dont see those vessels as they appear so i dont cloack them. dunno why u think they can be seen.. maybe only with lags.

BTW, sorry for my noobishness, but i dunno how to submit. u just clisk the submit button & then just write the name of map, taht's it ? i'm just not sure, cuz in my logic i should type the directory of the map to submit it, but where to do taht ??? helpsmilie.gif  helpsmilie.gif  helpsmilie.gif
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Um the science vessels move along with the unit its using the direction detection on, so yes you do see them.

And too put the file on you click browse, find the file on your computer, and click on add this attachment. Then after it uploads you'll have the option to "Add Attachmentinto Post"
Report, edit, etc...Posted by JaFF on 2006-03-29 at 07:04:46
QUOTE(PhoenixRajoNight @ Mar 29 2006, 01:10 AM)
Um the science vessels move along with the unit its using the direction detection on, so yes you do see them.

And too put the file on you click browse, find the file on your computer, and click on add this attachment. Then after it uploads you'll have the option to "Add Attachmentinto Post"
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i allready PM'ed him, thx.

but seriously, i dont see the vessels, maybe you're not using hyper triggers ?

ADDITION:
sorry this is offtopic, but how to make an avatar for yourself ?
Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-29 at 17:30:08
I managed to find the Direction Detection Map, in which it uses civs, and you can clearly see the civs following you around like a box.

So from the Direction Detection from which I originally recieved the notion of this possibility, yes you do see the civs clearly.

If you want to submit your map/can figure it out, then maybe I can know WTH your talking about by not needing to cloak the units.

To answer your question about the Avatar, go to My Controls, on the left menu under Personal Profile, click on edit Avatar Settings.

ADDITION:
Looking at the map thoroughly again I dont think you need the civs in at all, it was just to show the directions for purpose of explanation I think, so scrap that about having to cloak the civs. Sorry the first time I looked at the map I was a newb yo mapmaking over 2 years ago.

ADDITION:
LOL, Just removed the civs from the map, yeah they aint needed, hahahaha, I'm gonna have a good laugh at this one on myself.
Report, edit, etc...Posted by Mp)7-7 on 2006-03-29 at 17:46:57
Do something similar to this.

Have a location follow the marine, call this location X

Condition - Always

Action - move location labeled X on marine owned by current player
Action - preserve trigger

The when lurker is in location move to anywhere

Condition - Player has at least 1 lurker in location X

Action - Set switch 1
Action - move lurker to ocation anywhere
Action - preserve trigger

you will need another trigger for the lurker to stop

Condition - Player has exactly 0 lurkers in location X
Condition - Switch 1 is set

Action - Disable Switch 1
Action - preseve trigger

I am not 100% posative that this will work, I just thought of it, but anything like that may work. And you could also have the lurker burrow itself when ig gets out of location X instead of haveing the switch 1 and stuff like that!
Report, edit, etc...Posted by Azu on 2006-03-30 at 19:23:37
QUOTE(Jammed @ Mar 27 2006, 05:49 AM)
& if the lurker is 50% HP when he comes near the marine, he will get healed to 100% after. oh, & if lurker is 1-5 Hp he will surely die from the shot.
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Does make it heal before unallying and after. That way no chance of it dieing. Unless you changed the marine and made it so it can kill the lurker in 1 hit?
Report, edit, etc...Posted by Kookster on 2006-04-01 at 02:37:51
So you wanna make a unit run away, using AI's wont do it, your best bet is unit grids, its also been done by "Urmom" thats a person. Heres his map:
run_away_test.scx
And here is the Forum that "Urmom" posted this on:
http://www.staredit.net/index.php?showtopi...=0&#entry456981


Also if you really want to learn grid systems well here are 2 maps I created the first being "Grid_System.scm" this map creates a grid around a marine in one trigger, excluding hyper triggers and a vision trigger.

The second map is a tutorial map i made to show the ways starcraft creates and detects air units, I made it for those who wanted to expiriment with air grids.

I hope these help, any feed back/questions about my maps is very welcome, Good luck and good mapping.
Report, edit, etc...Posted by JaFF on 2006-04-01 at 02:49:30
QUOTE(Azu @ Mar 31 2006, 03:23 AM)
Does make it heal before unallying and after. That way no chance of it dieing. Unless you changed the marine and made it so it can kill the lurker in 1 hit?
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so u wanna heal lurker every time a marine comes near ? that's not good for the marine. sad.gif
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