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.
[right][snapback]255558[/snapback][/right]
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

)
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?