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Staredit Network -> UMS Assistance -> Observers and Transports...
Report, edit, etc...Posted by yoni45 on 2005-07-07 at 01:31:58
first is as to observer - is there any simple way to stop certain human controlled, created observers from responding to moving commands (perhaps disabling a doodad state?)

the 2nd, is for loaded transports - how do u differentiate a loaded transport or recognize it as opposed to an empty transport. I have a trigger in my map thats supposed to remove all 'useless' units in a battle in the case that all 'useful' units are dead (useless units being things such as observers, medics, dropships, shuttles, etc., that are unable to change the outcome of a battle on their own, but only aid 'useful' fighting units). However, when there are useful units loaded in, say, a dropship, and the rest of the useful units die, the dropship goes out as well, so it doesn't see the 'useful' units as being in the area... also when a filled dropship dies, does the player suffer unit deaths for the dropship AND the units inside, or just the dropship? (so say dropship with 8 marines inside dies - death counts - 1 dropship & 8 marines or just 1 dropship)
Report, edit, etc...Posted by Nemus on 2005-07-07 at 01:38:51
Just do like

Current player brings at most 0 Marine, bat, ghost etc etc. to #BATTLEFIELD
Remove all units for current player.

If there are no fighing units left (yes the trig will look in transports too) all units will be removed (the rest of the units = the transports)

For the observer problem:

For each obs that's on the map make a location over it. Then:

Always
Move all observer at #OBS LOCATION to #OBS LOCATION.
Preserve

You've got to have hyper triggers to make this one work, or just make the location big enough so the obs cant escape it in at most 2 seconds wich is the regular trigger waiting time (or am i wrong?)

Good luck with your map!
Report, edit, etc...Posted by Screwed on 2005-07-07 at 01:40:18
1. Tell us the scenario so we might be able to simulate it. Maybe constantly ordering the observer to its current location?

2. Center a location with only air elevation checked on the dropship. If there are more than 1 unit in this location (one of them is the dropship), then units are loaded. Because loaded unit are regarded as being in air.
Report, edit, etc...Posted by yoni45 on 2005-07-07 at 02:00:47
QUOTE(Screwed @ Jul 6 2005, 11:40 PM)
1. Tell us the scenario so we might be able to simulate it. Maybe constantly ordering the observer to its current location?

2. Center a location with only air elevation checked on the dropship. If there are more than 1 unit in this location (one of them is the dropship), then units are loaded. Because loaded unit are regarded as being in air.
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1. fair enough. there is a battlefield, in which 2 players are fighting. If they take too long, then there is an anti camp that pushes the players toward the center. the way it works is in 3 stages:

stage 1:

[.|.........|.]
[.|.........|.]
[.|.........|.]

where [] are borders, and | are bunkers filled with hostiles, and . is empty space. the bunkers belong to both players (2 in each |, one belonging to each player in the arena), so when anti camp starts, those bunkers start firing on anything within their range. the bunkers are invicinble so it forces the players to get away from them (and towards center)

stage 2: (45 seconds later)

[.|.|.....|.|.]
[.|.|.....|.|.]
[.|.|.....|.|.]

more bunkers start firing, closer to the center...

stage 3:

[.|.|.|.|.|.|.]
[.|.|.|.|.|.|.]
[.|.|.|.|.|.|.]

and all the bunkers are firing.

now the problem is the bunkers dont have detection, but I dont want to just freely give detection because that could be abused by the players (to wait until the anti camp is up and use that detection), so the idea is to provide detection to bunkers 1 step behind the current anti camp stage. so in stage 1, there would be no detection. in stage 2, there would be detection for the stage 1 bunkers, and in stage 3, detection for stage 2 bunkers. I dont want to incorporate traps because those have to be pre-placed and I need as little units as possible to keep potential CCMU from being reached in the first 5-15 minutes of the game (afterwards its not a problem). I dont want to incorporate cannons, spores, or turrets (or any structures) because they're clunky, take up room, (screw up movement), and can screw up on placement if theres units there (moving them would screw around with a player's unit control). There are no computer players, as all players are human controlled slots, but the game should be able to be played with as few as 2 players. So now, the best way i see it is to create an observer over the bunkers that need detection for the opposing players, but these observers need not be able to be moved. as well, keep in mind the players themselves may also have observers of their own that should be freely moveable... (theres no hero observer so as to distinguish so that makes it suck even more heh... i guess i could settle for magellans instead, although preferably not)... if u have any other ideas that'd be great too (one of which was to use scanner sweeps... but turns out they're not trigger placeable sad.gif )

as for #2, in this same battlefield, there could be many a dropship, shuttle, medic, etc... the way the trigger is set now is basicly

Bring(CurrentPlayer, AtMost, 0, Marine, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, Bat, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, Ghost, Battle Arena);
etc... excluding those useless units... ideas as to how to incorporate that into such triggers? (due to the condition limit, theres 3 sets of these triggers, the actions of each add to death counters, that when reach the right amount, kill off all the player's units on the battlefield...)

as well, what about full dropship deaths and how it affects death counters for the units inside?
Report, edit, etc...Posted by LegacyWeapon on 2005-07-07 at 10:16:17
1. Try moving (teleporting) the observers to place where they cannot be moved to. I'm pretty sure they will be stuck.
QUOTE
what about full dropship deaths and how it affects death counters for the units inside?
I'm pretty sure it will count as deaths because they weren't killed by triggers tongue.gif
Report, edit, etc...Posted by yoni45 on 2005-07-07 at 10:51:53
QUOTE(LegacyWeapon @ Jul 7 2005, 08:16 AM)
1. Try moving (teleporting) the observers to place where they cannot be moved to. I'm pretty sure they will be stuck.
I'm pretty sure it will count as deaths because they weren't killed by triggers tongue.gif
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where is such a place where an observer cannot be moved to? what kind of terrain or doodad doesnt allow air units? =/

as well, if a unit does die by triggers, but using the KillUnit or KillUnitsAt triggers (not remove), i'm pretty sure that counts for deaths as well... thnx tho smile.gif

and any ideas for safe dropship removal? =/
Report, edit, etc...Posted by LegacyWeapon on 2005-07-07 at 11:30:59
When units die by triggers, deaths are not counted.

An observer would not be able to move to a place where a bunch of air units are at already.
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