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Staredit Network -> UMS Assistance -> Units in Transports
Report, edit, etc...Posted by yoni45 on 2005-07-07 at 17:44:02
Hi, ok, so in map, i have a system to remove all useless units from a map once all useful are dead (useless units such as observers, medics, dropships, etc, not necesarily useless, but useless in the case they are without the 'useful' units like marines). now the way the triggers work is I have a location that covers the battle arena, and conditions for if current player brings at most 0 of each useful unit, then kill off all units... so for example...

Bring(CurrentPlayer, AtMost, 0, Dark Archon, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, marine, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, firebat, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, ghost, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, vulture, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, tank, Battle Arena);

... etc. etc. for all useful units in the game. the problem is, say there are 8 marines inside a dropship, it doesnt recognize those 8 marines inside the dropship and the condition that says Bring(CurrentPlayer, AtMost, 0, marine, Battle Arena); actually gets fulfilled (not necesarily marines, any unit inside a transport)... now, according to Screwed in an earlier post, if I use a location with all air elevations checked off, and if theres supposed to be 1 transport in a certain location, and but when checked there is more then 1 "unit" there, that means the transport is full because the game sees the transported units as in air. Well, the location i use for battlefield covers air elevations, but the triggers check for specific units, not any units(and specificly, the game doesnt see any marines in the location). what "unit"s are these that are in air and acting as transported units and how can i check for them SPECIFICLY using triggers??? (if someone has a better idea, please, go ahead, but keep in mind there may be multiple useless units on the battlefield, 10 dropships, 6 medics, a few observers here and there, etc..., and they're not all necesarily in their own seperate areas..., nor should they be moved by triggers in the battle)
Report, edit, etc...Posted by l)ark_13 on 2005-07-07 at 17:59:50
(... pinch.gif ...)
You want to know how to remove specific units from air transports? Right?
Report, edit, etc...Posted by pimpinelephant on 2005-07-07 at 18:03:57
maybe you can have it so that when there are men inside the transport, then u set a switch but when there are none inside the transport then u can clear the switch.
Report, edit, etc...Posted by yoni45 on 2005-07-07 at 23:14:23
QUOTE(l)ark_13 @ Jul 7 2005, 03:59 PM)
(...  pinch.gif ...)
You want to know how to remove specific units from air transports?  Right?
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no, quite the opposite lol, i want to remove transports when there are no other units in a certain battle arena, including inside the transport, currently using the trigger system i mentioned earlier...

elephant, how do i check for units inside transports, again, its not THE transport, it could be many different transports with or without units around or under them (in addition to inside them)...

ADDITION:
alright well, since noone seems to be answering i'll ask another question in the meanwhile (the first one being far, far more important), does hangar count by any chance work towards vulture spider mines? i know its a long shot heh, but u never know...
Report, edit, etc...Posted by slayer766 on 2005-07-07 at 23:33:22
I am not answering because I don't know. confused.gif What everyone else said is what I would have said, but that didn't seem to work. sad.gif

But you can't add spider mines into a vulture. biggrin.gif
Report, edit, etc...Posted by yoni45 on 2005-07-07 at 23:58:33
QUOTE(slayer766 @ Jul 7 2005, 09:33 PM)
I am not answering because I don't know. confused.gif What everyone else said is what I would have said, but that didn't seem to work. sad.gif

But you can't add spider mines into a vulture. biggrin.gif
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arg o well, i guess new vultures will have to be made... such a waste biggrin.gif
Report, edit, etc...Posted by pimpinelephant on 2005-07-08 at 00:11:39
well, the only way that i can think of right now would take a lot of triggers. i was thinking maybe have like 10 locations and those 10 locations would be centered on each transport, and then have a switch for each unit that enters the transport (clear switch1 = no units enter transport, set switch1 = 1 unit enters transport, set switch2 = 2 units enter transport, etc., can't have switches be cleared cuz they start out cleared), and set another condition with cleared switch1 so that after the battle they will be removed. i think this would take too much triggers though.
Report, edit, etc...Posted by yoni45 on 2005-07-08 at 02:26:18
QUOTE(pimpinelephant @ Jul 7 2005, 10:11 PM)
well, the only way that i can think of right now would take a lot of triggers. i was thinking maybe have like 10 locations and those 10 locations would be centered on each transport, and then have a switch for each unit that enters the transport (clear switch1 = no units enter transport, set switch1 = 1 unit enters transport, set switch2 = 2 units enter transport, etc., can't have switches be cleared cuz they start out cleared), and set another condition with cleared switch1 so that after the battle they will be removed. i think this would take too much triggers though.
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how can u check if a unit entered a transport? this might work on a larger scale...

keep the ideas coming hehe biggrin.gif
Report, edit, etc...Posted by pimpinelephant on 2005-07-08 at 02:42:55
ok i justed tested this, if u just set the location to only air, it should count the units in the transport.
Report, edit, etc...Posted by Sniper on 2005-07-08 at 02:52:35
I think this is what you want

null
Trigger
Players:
¤ w/e player
Conditions:
¤ Current player brings exactly 1 anyunit to location bleh
¤ Current player brings exactly 1 shuttle at location bleh
Actions:
¤ action

Report, edit, etc...Posted by DT_Battlekruser on 2005-07-08 at 11:50:26
QUOTE
Bring(CurrentPlayer, AtMost, 0, Dark Archon, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, marine, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, firebat, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, ghost, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, vulture, Battle Arena);
Bring(CurrentPlayer, AtMost, 0, tank, Battle Arena);


I'm confused as to yoiur question. If location Battle Arena has air checked, a Dropship/Shuttle in the location carrying 8 marines will stop this trigger from firing. If you want to kill all empty dropships, try centering and killing dropships that don't fufill the conditions listed above.
Report, edit, etc...Posted by yoni45 on 2005-07-08 at 22:39:25
QUOTE(pimpinelephant @ Jul 8 2005, 12:42 AM)
ok i justed tested this, if u just set the location to only air, it should count the units in the transport.
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well, as screwed said before, thats probably true, it will count the units in the transport as units, but what units? It doesnt seem to count them as 'Terran Marine's (if theres marines in the transport), because the trigger still fires even though one of the conditions is "Current Player brings AtMost 0 Terran Marine to Battle Arena", and Battle Arena has air checked off... or do u perhaps have to set the location to ONLY air? that seems a bit odd since a location with all the elevations checked off should include all the airs anyway confused.gif


QUOTE(Mp)Sniper @ Jul 8 2005, 12:52 AM)
I think this is what you want

null


Trigger
Players:
¤ w/e player
Conditions:
¤ Current player brings exactly 1 anyunit to location bleh
¤ Current player brings exactly 1 shuttle at location bleh
Actions:
¤ action

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as i said, there may be more than one useless unit in the arena, multiple shuttles, in addition to observers etc...


QUOTE(DT_Battlekruser @ Jul 8 2005, 09:50 AM)
I'm confused as to yoiur question.  If location Battle Arena has air checked, a Dropship/Shuttle in the location carrying 8 marines will stop this trigger from firing.  If you want to kill all empty dropships, try centering and killing dropships that don't fufill the conditions listed above.
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thats whats so damn annoying, all the air locations are checked off, yet the trigger still fires even though theres units inside that shuttle/dropship... ranting.gif

ADDITION:
QUOTE(yoni45 @ Jul 8 2005, 10:01 AM)
or do u perhaps have to set the location to ONLY air? that seems a bit odd since a location with all the elevations checked off should include all the airs anyway  confused.gif
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well, i tested that out, used a location on top of battle arena, say air arena, and only checked off the air elevations, and added condition to check for player brings at most 0 marines to air arena, and even though there were marines in the transport, the trigger STILL fired... confused.gif ... that, and bump tongue.gif
Report, edit, etc...Posted by Ultimo on 2005-07-08 at 23:01:53
Wait, did you check off ( I mean check off as in uncheck mark ) the air properties of your location?
CODE
[X]Low Elevation [X]Low Air
[X]Medium Elevation [X]Medium Air
[X]High Elevation [X]High Air

That's what your Battle Arena location has to look like in it's properties.
Report, edit, etc...Posted by yoni45 on 2005-07-09 at 01:10:20
QUOTE(Ultimo @ Jul 8 2005, 09:01 PM)
Wait, did you check off ( I mean check off as in uncheck mark ) the air properties of your location?
CODE
[X]Low Elevation [X]Low Air
[X]Medium Elevation [X]Medium Air
[X]High Elevation [X]High Air

That's what your Battle Arena location has to look like in it's properties.
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no, check off as in check it off, err, well, anyway, thats exactly what it looks like heh
Report, edit, etc...Posted by Ultimo on 2005-07-09 at 01:46:53
What are you talking about? If it's like that, it'll work. Here's an example map. Load the marine into the dropship. Nothing happens? Now, kill the marine with a sunken. He'll die, dropship will die, and you'll respawn. If you leave the box, the same thing. You must be be doing something wrong.
Report, edit, etc...Posted by yoni45 on 2005-07-09 at 02:29:52
QUOTE(Ultimo @ Jul 8 2005, 11:46 PM)
What are you talking about? If it's like that, it'll work. Here's an example map. Load the marine into the dropship. Nothing happens? Now, kill the marine with a sunken. He'll die, dropship will die, and you'll respawn. If you leave the box, the same thing. You must be be doing something wrong.
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wow, that is the oddest thing... try changing that trigger to say, instead of Exactly, AtMost... it lets the trigger run when the marine's in the dropship!

... thats not right... double check that, maybe my logic's flawed somewhere... but... thats not right...

ADDITION:

o, and, thanks alot, thats awsome, i can fix (and finally finish i blieve, unless i figure out sometin new to add or fix =/) my map now

.... WAAAAAAAAAAAAHOOOOOOOOOOOOOOOOOOOOOOOO

biggrin.gif
Report, edit, etc...Posted by Ultimo on 2005-07-09 at 02:31:32
What was the problem anyhow? I'd like to know, since, I made a map for this situtation, so it's the least you could do. tongue.gif
Report, edit, etc...Posted by yoni45 on 2005-07-09 at 02:56:13
QUOTE(Ultimo @ Jul 9 2005, 12:31 AM)
What was the problem anyhow? I'd like to know, since, I made a map for this situtation, so it's the least you could do. tongue.gif
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well, thats the thing, thats why its 'the oddest thing' as I said before heh, in my map i had all the conditions set to if player brings AtMost 0 of unit X to location... as opposed to Exactly 0... which worked perfectly with the exception of the transports...

try, in the map u made, as I said, drop.scm, instead of sayin Exactly 0 units, AtMost 0 units, and u'll see that as soon as u load that marine into the dropship, it'll blow up (along with the marine... heh), even though the conditions pretty much state the same thing, and I see no way in which AtMost 0 is different from Exactly 0, especially since when transports arent being used, both work in exactly the same way... confused.gif (could this be a bug in SC? w00t.gif -- i call dibs for any credit on findin it tongue.gif )

btw i havent actually tested my map yet, noone to test it with (whom i trust), so i'll have to wait till tomorow... but from what i've seen on drop.scm it'll work since i managed to duplicate my problem on it and yours went through without a hitch...
Report, edit, etc...Posted by UED77 on 2005-07-09 at 21:51:23
I got curious about this oddity, and decided to create a test map of it...

The testing conditions "exactly" and "at least" work perfectly both on the ground and in the air, but "at most" only works when the marines are on the ground. See for yourself.

UED77
Report, edit, etc...Posted by yoni45 on 2005-07-09 at 22:10:31
QUOTE(UED77 @ Jul 9 2005, 07:51 PM)
I got curious about this oddity, and decided to create a test map of it...

The testing conditions "exactly" and "at least" work perfectly both on the ground and in the air, but "at most" only works when the marines are on the ground. See for yourself.

UED77
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the odd thing i find, that really puzzles me, is ok, so maybe they overlooked something or whatnot, but Exactly, AtLeast, and AtMost, dont even deal with where the unit is - these are keywords of comparisons. say we have a marine. there may be one marine in midair. period. how does AtMost or Exactly or whatnot affect it, these are merely comparison words, so if there is 1 marine in air, AtMost 0, does not and should not be satisfied...but thats not the bug either, that it lets it slip through, because it works fine when dropships arent involved! confused.gif
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