Staredit Network

Staredit Network -> UMS Assistance -> independent comsat
Report, edit, etc...Posted by yoni45 on 2005-06-27 at 19:26:44
Hi,

how would I go about making a comsat usable when its not attached to a CC? would I just turn on its doodad state? (logical approach heh)...
Report, edit, etc...Posted by Wilhelm on 2005-06-27 at 19:30:35
In SCXE, open your map in either special mode or alternative mode. Or, simply place it in Starforge or SCMDraft 2 (with the auto addon player swap option disabled).
Report, edit, etc...Posted by yoni45 on 2005-06-27 at 20:39:55
alright, on that note, is there anything I should know about transfering ownership of a comsat from a P9 to a human player? although the trigger fires, the action doesnt seem to work:

GiveUnits(All, Buildings, P9, PBases, P1);

nor

GiveUnits(All,Comsat Station, P9, PBases, P1);

confused.gif
Report, edit, etc...Posted by slayer766 on 2005-06-27 at 20:49:57
QUOTE(yoni45 @ Jun 27 2005, 07:39 PM)
alright, on that note, is there anything I should know about transfering ownership of a comsat from a P9 to a human player? although the trigger fires, the action doesnt seem to work:

GiveUnits(All, Buildings, P9, PBases, P1);

nor

GiveUnits(All,Comsat Station, P9, PBases, P1);

confused.gif
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Try Give Units - Comsat Station owned by "All players" instead of P9
Report, edit, etc...Posted by Heimdal on 2005-06-27 at 21:07:27
Are you sure it belongs to player 9? Unowned comsats belong to player 12 by default.
Report, edit, etc...Posted by in_a_biskit on 2005-06-27 at 21:48:49
If the comsats actually were owned by player 9, however, then your triggers should be correct.
Report, edit, etc...Posted by yoni45 on 2005-06-27 at 23:18:40
nope, i specificly set it for player 9 since my map auto removes all P12 buildings...

also it seems that any units i pre-place for human players dissappear at start of map (or just dont appear, dont know), which is quite puzzling since I have no triggers doing that... also I dont remember how I did this (or was it already done in the old version i remade?), but at the start of the map, every player has his command center/hatchery/nexus and 4 workers, according to the race s/he chose, at their start location, how is this option turned on? I see no hint of it in the triggers, perhaps that could account for some of this... confused.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-06-27 at 23:22:54
QUOTE(yoni45 @ Jun 27 2005, 11:18 PM)
nope, i specificly set it for player 9 since my map auto removes all P12 buildings...

also it seems that any units i pre-place for human players dissappear at start of map (or just dont appear, dont know), which is quite puzzling since I have no triggers doing that... also I dont remember how I did this (or was it already done in the old version i remade?), but at the start of the map, every player has his command center/hatchery/nexus and 4 workers, according to the race s/he chose, at their start location, how is this option turned on? I see no hint of it in the triggers, perhaps that could account for some of this...  confused.gif
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First of all, make sure you are playing in UMS mode wink.gif

Now turn off "User Selectable Race" because that makes the start location spawn the starting building and units.

Try placing it for the player. If they "disappear", post the map biggrin.gif (Even if it is a test map).
Report, edit, etc...Posted by yoni45 on 2005-06-27 at 23:58:32
QUOTE(LegacyWeapon @ Jun 27 2005, 09:22 PM)
First of all, make sure you are playing in UMS mode wink.gif

Now turn off "User Selectable Race" because that makes the start location spawn the starting building and units.

Try placing it for the player. If they "disappear", post the map biggrin.gif (Even if it is a test map).
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yes, i'm in UMS mode, thanks for the vote of confidence tongue.gif

anyway that fixed the lack of pre-placed units, they place fine now, but the game still refuses to transfer control of a P9 Comsat to P1, i've gone down to the level of

GiveUnits(All, Comsat Station, All Players, Anywhere, P1);

and yes, the trigger fires, and in the case it doesnt, i also added:

Condition:
Always();

Actions:
Wait(1000);
GiveUnits(All, Comsat Station, All Players, Anywhere, P1);


dammit what gives lol
Report, edit, etc...Posted by DevliN on 2005-06-28 at 00:07:20
Are you trying to have it go under a player's control with triggers or start the game under the player's control? If its the latter, have you tried just double-clicking the comstat and giving it to the player you want?

Also are you sure it still belongs to Player 9 when you start the map? It could be owned by Player 12 when the game starts and that could be causing the problem.

Oh and have you tried centering a location around it and just give any units at that location to Player 1?
Report, edit, etc...Posted by yoni45 on 2005-06-28 at 00:13:13
QUOTE(DevliN @ Jun 27 2005, 10:07 PM)
Are you trying to have it go under a player's control with triggers or start the game under the player's control? If its the latter, have you tried just double-clicking the comstat and giving it to the player you want?

Also are you sure it still belongs to Player 9 when you start the map? It could be owned by Player 12 when the game starts and that could be causing the problem.

Oh and have you tried centering a location around it and just give any units at that location to Player 1?
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I need the comsat to start off in P9-11 hands, and be trasferable between players, i set it to P9 on placement, and i'm sure its player 9 because its green (not much of an argument there lol), but it also gets attacked by the pre-placed vultures that i place around it...

I tried using a location around it, which didnt work, so I just put it down for anywhere, which should more than work...

ADDITION:
QUOTE(yoni45 @ Jun 27 2005, 10:10 PM)
I need the comsat to start off in P9-11 hands, and be trasferable between players, i set it to P9 on placement, and i'm sure its player 9 because its green (not much of an argument there lol), but it also gets attacked by the pre-placed vultures that i place around it...

I tried using a location around it, which didnt work, so I just put it down for anywhere, which should more than work...
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in further desparation, i used

GiveUnits(All, AnyUnit, All Players, Anywhere, P1);

instead, which gave me the computer's CC and workers, as well some neutral traps in the middle of the map, but didnt give me that damn comsat lol...
Report, edit, etc...Posted by DevliN on 2005-06-28 at 00:19:01
Hmm I'm now wondering whether its even possible to have P9 in your triggers. If it still didn't give you the comstat then I don't think the comstat is even recognized by the triggers. Have you tried to make a regular unit under P9's control and then give that to Player 1 with triggers? That should tell you immediately whether or not the triggers will even recognize Player 9...
Report, edit, etc...Posted by yoni45 on 2005-06-28 at 00:26:27
QUOTE(DevliN @ Jun 27 2005, 10:19 PM)
Hmm I'm now wondering whether its even possible to have P9 in your triggers. If it still didn't give you the comstat then I don't think the comstat is even recognized by the triggers. Have you tried to make a regular unit under P9's control and then give that to Player 1 with triggers? That should tell you immediately whether or not the triggers will even recognize Player 9...
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yup, the P9 Vulture transfered to my control... =/
Report, edit, etc...Posted by Mini Moose 2707 on 2005-06-28 at 00:45:46
Have you tried give triggers on addons lately? Don't work. tongue.gif
But, P9 in triggers... does work.
Report, edit, etc...Posted by Mp)MinigameEast on 2005-06-28 at 00:51:32
i dont think u can transfer buildings like, i forgot that word and it starts with an A.
like comstats, nukes, machine shop, etc something that attacthes to buildings with terryn.

or try this triggers
give it to from P9 to P1. or give it to from nuetral to P1 or give it to from all players to P1 or try putting this in the P9 triggers like this, give it from current player to P1
Report, edit, etc...Posted by yoni45 on 2005-06-28 at 01:22:59
QUOTE(Mp)MinigameEast @ Jun 27 2005, 10:51 PM)
i dont think u can transfer buildings like, i forgot that word and it starts with an A.
like comstats, nukes, machine shop, etc something that attacthes to buildings with terryn.

or try this triggers
give it to from P9 to P1. or give it to from nuetral to P1 or give it to from all players to P1 or try putting this in the P9 triggers like this, give it from current player to P1
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addons? tongue.gif

ADDITION:
QUOTE(Mini Moose 2707 @ Jun 27 2005, 10:45 PM)
Have you tried give triggers on addons lately? Don't work. tongue.gif
But, P9 in triggers... does work.
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so theres no way to transfer control of a comsat? or create one? etc.?
Report, edit, etc...Posted by DevliN on 2005-06-28 at 01:24:32
QUOTE(Mini Moose 2707 @ Jun 27 2005, 09:45 PM)
Have you tried give triggers on addons lately? Don't work. tongue.gif
But, P9 in triggers... does work.
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Hmm come to hink of it, I've never tried to give an addon o another player with triggers. Well if this is the case, Yoni, then I guess you're just going to have to start with the Comstat Stations already given or try something different.
Report, edit, etc...Posted by TDT-DaRkFiRe on 2005-06-28 at 02:09:48
Mmh, Im 99% sure its possible to create them, I played alot of maps where its possible...
Report, edit, etc...Posted by in_a_biskit on 2005-06-28 at 02:36:40
This is really interesting...I did some testing and here are some results:
  1. A comsat station that is created via triggers is instantly given to p12, even if it is created for any other player. That player will have a small area vision at the comsat's location for a short while, and the color of the comsat will be the same as that player.
  2. If a command center is attached to a comsat station either one is moved, then the comsat station is given to player 12.
  3. If you try to give a comsat station from any player to any player, nothing happens. This is the case even if you try to give a comsat to p12.
  4. If you land or create a command center next to a p12 comsat, then the comsat switches ownership to the owner of the command center. If you liftoff the command center or remove it or kill it, then the comsat switches ownership to p12.
  5. If you land or create a command center next to a comsat not owned by p12, then the comsat will not change ownership.
  6. Moving an independent (not attached to a command center) comsat station doesn't change its ownership.
  7. If a command center and comsat station are connected and either one is moved (via triggers), then the comsat is given to p12, even if it moves next to another command center. If a p12 comsat is moved next to a command center, it will not change ownership.
  8. However, if a command center is moved next to a p12 comsat via triggers, then the comsat will attach itself to the command center (and change ownership).

The same things seem to apply for all addons.

One way that may get around the problem is to preplace comsats for all players, and change their energy according to whoever is supposed to own it.

P.S. Did you know? In 'stacked money' maps, human players can't build addons on their original command center without moving it first because it is too close to the mineral patches, yet computer players can and do build addons on their command centers without moving them.
Report, edit, etc...Posted by DevliN on 2005-06-28 at 03:49:01
Wow nice work there. This definately changes things for me now (I had planned to have a Comstat in a map of mine and it was going to change ownership frequently).

What was the Comstat going to be used for anyway?
Report, edit, etc...Posted by yoni45 on 2005-06-28 at 13:15:05
QUOTE(DevliN @ Jun 28 2005, 01:49 AM)
Wow nice work there. This definately changes things for me now (I had planned to have a Comstat in a map of mine and it was going to change ownership frequently).

What was the Comstat going to be used for anyway?
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i'm updating SC Tournament, and one of the new options was that the terran players would be able to take comsats into battle with them, so what would be done is i'd set a whole bunch of P9 comsats (lets say 20 of them) in an area, and whenever a player built a comsat he would be given ownership of one of them, and lose ownership whenevr he lost a comsat (so people dont just make 20 comsats off 1 CC). then after the player loses all his base buildings, he'd still have his battle comsats...

now the thing is, i cant pre-place comsats for these players either because all the players are "User Selectable" races, which apparently means that any pre-placed units for these players dont appear on the map... is my only option left here to have a player owned CC placed near neutral comsats for each comsat a player should have? mellow.gif (which would, totally suck closedeyes.gif )
Report, edit, etc...Posted by DevliN on 2005-06-28 at 13:22:35
Or just let them keep the Command Center and Comstat Station but take away all their minerals so they can't make SCVs. If they lift it off, then kill it.
Report, edit, etc...Posted by yoni45 on 2005-06-28 at 13:28:38
QUOTE(DevliN @ Jun 28 2005, 11:22 AM)
Or just let them keep the Command Center and Comstat Station but take away all their minerals so they can't make SCVs. If they lift it off, then kill it.
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well, the thing is i remove all structures, in the area, so to do that, i have to remove every single other possible structure they may have seperately, which seems to be real inefficient... making an area of 20 neutral comsats and giving the players a floating CC in the area does seem to work abit better =/ if there are any other ideas tho... lol... please... (perhaps a way to pre-place comsats under a "User-Selectable" player...) ermm.gif
Report, edit, etc...Posted by indecisiveman on 2005-06-28 at 13:34:06
Ok. I think I have a small solution to this. It's worth a shot. Make a trigger where you first create a comsat station. Then, make a trigger to create a command center next to that. After that make a trigger where if(whatever player you want to have control of comsat) has 1 man to give command center+comsat to player. After that try destroying the CC with another trigger. I am almost positive this will work. This way you have a comsat under player1(example) and no command center. The only possible thing that can mess up is when the command center dies it might turn over to player 12. I doubt this will happen but just try it.
Report, edit, etc...Posted by DevliN on 2005-06-28 at 13:40:42
If you remove or destroy a Command Center attached to a Comstat Station, the Comstat will immediately go back to Player 12. Its a nice theory, but it wont work.

I think the best bet is to have a trigger create a Command Center and Comstat in another area of the map when a Terran player creates a comstat in his base.
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