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Staredit Network -> UMS Assistance -> Rescuable units
Report, edit, etc...Posted by Kow on 2005-07-05 at 02:23:46
Quick question; Can rescuable computer players have their units recognized by the 'bring' or the 'command' trigger?
Report, edit, etc...Posted by in_a_biskit on 2005-07-05 at 08:08:23
Why don't you test it? I'm pretty sure they do; I see no reason why they wouldn't.
Report, edit, etc...Posted by doodle3000 on 2005-07-05 at 08:18:37
You cant have a rescuable computer player. Rescuable and computer are two different things
Theres: Neutral, Human, Rescuable & Computer
Report, edit, etc...Posted by in_a_biskit on 2005-07-05 at 08:25:34
I think it's pretty obvious that he means rescuable. (Possibly he means a computer converted to rescuable, but the two should be equivalent)
Report, edit, etc...Posted by Oo.Vic.oO on 2005-07-05 at 08:35:20
yes they r recognized by the 'bring' or the 'command' trigger
Report, edit, etc...Posted by Centreri on 2005-07-05 at 12:19:12
I think so, but if there considered neutral units then i doubt it. The regular campaign editor doesnt recognise neutral i think, so triggers dont affect. (i tried some on it. Run around wildly didnt work, and give units to play didnt work)
Report, edit, etc...Posted by Oo.Vic.oO on 2005-07-05 at 12:47:10
rescuable isnt neutral
Report, edit, etc...Posted by in_a_biskit on 2005-07-05 at 19:51:07
Neutral units, both those owned by main neutral players and those owned by players 9-12, do satisfy both 'bring' and 'command' conditions, (otherwise dark-swarm firing systems couldn't work).
The 'give units' action will work for all players 1-12.

No AI scripts can be run for playeres 9-12, because they don't run triggers,
Report, edit, etc...Posted by Kow on 2005-07-06 at 19:01:23
I'm asking because it's not recognizing my:

Bring(P8, Exactly, 1, D, P1 Spawn);

P8 = Rescuable
D = Defiler (I named it 'D')
Report, edit, etc...Posted by Oo.Vic.oO on 2005-07-06 at 19:10:17
umm...that should work, mayb u have 2 defilers?
Report, edit, etc...Posted by Kow on 2005-07-13 at 12:43:32
This is the map.

I have the menu triggers (That works fine)

Then I create the units, those create fine too, I have a human unit (I've decided to use a gun trap, no matter what is on there now) and then I spawn the Defiler, There are 6 Players, so I spawn 5 Red (P8 I do believe, rescuable) and 1 Green (P7 if above is true, rescuable). I have a trigger moving all units owned by Humans to the random spawn (A cycle of a moving location, MoveLocation(); wait(25); PreserveTrigger(); ) and the spawn movement ( Move(1,D,Force1,SpawnUnits, SpawnArena); Wait(26); PreserveTrigger(); ) .
This leaves me with extra rescuable units left over, because having the traps placed on map, they dont appear if no player is there. I created a trigger saying to kill all defilers on the map for all players then restart the random switch process if there's a green neutral unit in a box without a trap. Ive tried just registering the trap, that works, but it refuses to register the defiler. DUnno what to do about that.

And an Idea just dawned on me, if there's no human trap, create one for p9 and if theres a p9 green defiler, then restart it. I'll go try that now.

I know I can just do separate switch randomizations, but I hate being lazy -_-


Edit: I tried creating the traps, but it wont create them, ah well. Isnt there a way to make lings not be able to unburrow?
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