Staredit Network

Staredit Network -> UMS Assistance -> Enforcers?
Report, edit, etc...Posted by yoni45 on 2005-06-28 at 14:04:52
alright so, in a map i'm making, say, call it, SC Tournament, in the battle arena, there are Gun traps that sit idly by while the players fight each other. they are spread across the battle arena, and in the case the players take too kill each other, the traps start activating on the opposite sides of the arena. then more traps activate closer to the center, and then, more, and more, so the traps slowly push the players towards the center of the map so they run into each other and well, do their thing... now the problem is all the traps only fire at ground units (yes, even the missile traps =/)... the reason i used traps is cuz when inactive they're underground and dont interfere in the battle, so i cant just replace them with cannons cuz u'll have people running into them constantly and going around and it'll kill the arena... the way i work the traps to fire on the players is i keep them P12 at first, and then when the time comes, i just give them to the opponent (the columns alternate, 1 column will go to one player, the next column to the other player...) this works because the players cant really do anything with the traps anyway so it does the same job as a 3rd party player would... (the map is for 2 players minimum, 8 maximum, so I cant sacrifice any human playable players for this task)... so now, i need a way to push the air units toward the center as well, without using turrets or cannons or anything else that would impede movement... I was thinkin of using P9-11 pre-placed cloaked corsairs that are kept under P12's control when not being used, but according to biskit in an earlier post, apparently P9-11 dont attack human players under any circumstances. However, when I was testing some stuff with comsat control, i used some P9 vultures, that did attack my own vultures... however some odd things were it came right up to my vulture, seems like it was acting blind... perhaps if given vision of P1 they would freely attack? i'll probably test some of this soon, figured i'd just throw this out here, any ideas or anything appreciated biggrin.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-06-28 at 14:06:49
Use Bunkers (load them up and move them). They will fire from their original position.

Edit: Then you can give the moved bunkers to enemies or allies to control movement.
Report, edit, etc...Posted by yoni45 on 2005-06-28 at 14:47:05
QUOTE(LegacyWeapon @ Jun 28 2005, 12:06 PM)
Use Bunkers (load them up and move them). They will fire from their original position.

Edit: Then you can give the moved bunkers to enemies or allies to control movement.
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yooo thats damn genius biggrin.gif ... hopefully it'll work lol

i read about that be4 but didnt think of using that here... now as to implementation can I load neutral units or P9-11 units into (neutral or P9-11) bunkers? would I be able to issue an enter-bunker command to human players (I thought that was an AI script)? Do I have to load the bunkers before moving them for this to work, or can I load them after moving the bunker?
Report, edit, etc...Posted by LegacyWeapon on 2005-06-28 at 15:40:35
You need to load them then move them (then you should unload them again).

You must run it for a computer player.
Report, edit, etc...Posted by yoni45 on 2005-06-28 at 15:53:25
QUOTE(LegacyWeapon @ Jun 28 2005, 01:40 PM)
You need to load them then move them (then you should unload them again).

You must run it for a computer player.
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unload them? why? and I have no computer players available from 1-8, they're all human playable slots... can i use P9-12? =/
Report, edit, etc...Posted by in_a_biskit on 2005-06-29 at 02:10:16
Players 9 to 12 don't run triggers, but you can give the bunkers to players 9-12 as a 'placeholder' if you don't want any particular player to own them yet.

LegacyWeapon: the AI script 'enter closest bunker' actually works for human players as well as computer players. I think the enter/exit transport scripts also work for human players.
All of the melee/campaign scripts have to be run for computers though.
Report, edit, etc...Posted by yoni45 on 2005-06-29 at 02:43:11
QUOTE(in_a_biskit @ Jun 29 2005, 12:10 AM)
Players 9 to 12 don't run triggers, but you can give the bunkers to players 9-12 as a 'placeholder' if you don't want any particular player to own them yet.

LegacyWeapon: the AI script 'enter closest bunker' actually works for human players as well as computer players.  I think the enter/exit transport scripts also work for human players.
All of the melee/campaign scripts have to be run for computers though.
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after some testing i found that too, but now...

i'm pretty much done the map, 1 problem though, those bunkers

first off, Players 1-8 are all human players.

now, when the bunkers go into action and all it all works flawlessly, but the player has control of those bunkers (even if at another place)... first off it doesnt look as cool with all those bunkers elsewhere, but i can get past that (reluctantly), the problem is the player can unload them, stopping the effect for future combatants...I was thinking of disvisioning the players to themselves and using 'lights' given by another player, but the problem is all 8 slots are being used by human players and i cant seem to turn on shared vision for players past 8, any possible way to get past this?
Report, edit, etc...Posted by in_a_biskit on 2005-06-29 at 03:12:18
Try disabling the doodad state of the bunker. Players can't load or unload units in bunkers that have been disabled.
Report, edit, etc...Posted by yoni45 on 2005-06-29 at 12:43:50
QUOTE(in_a_biskit @ Jun 29 2005, 01:12 AM)
Try disabling the doodad state of the bunker.  Players can't load or unload units in bunkers that have been disabled.
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nice, would they still be able to see them? (I'm assuming yes...) if thats the case, any way to... curb that describing the methods above? biggrin.gif
Report, edit, etc...Posted by in_a_biskit on 2005-06-29 at 22:43:54
Disabling a bunker cloaks it, so it would be invisible to any player who doesn't have vision with the player who owns it, unless they have a detector.

In a game like SC tournament, you wouldn't want to have an 'indirect vision' system (by giving a player someone else's vision instead of their own) because then their own detectors wouldn't work, nor could they see their own cloaked units.

A funny solution would be to 'hide' the bunker by placing a couple of tree sprites over it.
Report, edit, etc...Posted by yoni45 on 2005-06-30 at 21:32:59
QUOTE(in_a_biskit @ Jun 29 2005, 08:43 PM)
Disabling a bunker cloaks it, so it would be invisible to any player who doesn't have vision with the player who owns it, unless they have a detector.

In a game like SC tournament, you wouldn't want to have an 'indirect vision' system (by giving a player someone else's vision instead of their own) because then their own detectors wouldn't work, nor could they see their own cloaked units.

A funny solution would be to 'hide' the bunker by placing a couple of tree sprites over it.
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heh thats ok, not that desperate hehe, and can u place sprites ingame using triggers? cuz tree sprites - they'd take space wouldnt they? and if so they i cant move a bunker onto them =/
Report, edit, etc...Posted by Heimdal on 2005-06-30 at 21:55:17
You can't create sprites with triggers, but they don't take up any room.
Report, edit, etc...Posted by slayer766 on 2005-06-30 at 22:15:16
You can't? I thought I seen it done in the Dabbu's map. confused.gif
Report, edit, etc...Posted by yoni45 on 2005-06-30 at 22:20:17
so u can move a building onto a sprite with no problem? cool... either way no need to waste units up when not needed, players might hit max as is (with 8 players and full time/minerals availble...), but thats very intresting biggrin.gif
Report, edit, etc...Posted by ZPD on 2005-06-30 at 22:29:25
The only sprite that can be made in-game is the Ashworld rock arch sprite by disabling something like a Valkyrie or a Nexus (and removing it so it doesn't crash). But that's pointless if it means that much to you to have them covered up, just preplace sprites.
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