Staredit Network

Staredit Network -> UMS Assistance -> invisible bunkers... sigh
Report, edit, etc...Posted by IsaT on 2005-08-10 at 21:05:11
Im having trouble with making invisible bunkers...

I am using the method of having Norad IIs stacked on top of each other, and after one successful bunker, it just doesnt work. And yes i have preserve trigger.....
Report, edit, etc...Posted by SacredElf on 2005-08-10 at 21:07:24
what is the norad method?? can u send a map whit that method?
Report, edit, etc...Posted by IsaT on 2005-08-10 at 21:09:03
Its basically the bunker method except u just stack lots of crashed Norad IIs on top of each other, remove 1 then place the bunker there.
Report, edit, etc...Posted by RiShiN.rK on 2005-08-10 at 21:11:45
-.- all you have to do is move the bunker somewhere after all the units are in it and it will disapear but still shot from the location it was originaly in.
Report, edit, etc...Posted by IsaT on 2005-08-10 at 21:13:34
I know how to do it, it just wont work after the first one is moved
Report, edit, etc...Posted by SacredElf on 2005-08-10 at 21:24:55
aghh send me a map whit that "metod" i havent see it never
Report, edit, etc...Posted by ShadowBrood on 2005-08-10 at 21:31:09
I didn't know you could use a stacked unit, remove it, then place a unit over that with the stacked one still there. Weird...
Report, edit, etc...Posted by IsaT on 2005-08-10 at 21:51:57
Anyone see any problems with my triggering that might cause it to not work after 1 bunker?
Trigger
Players:
¤ Player1
Conditions:
¤ Bring(CurrentPlayer, Exactly, 1, Supply Depot, Bunker Area)
¤ Bring(CurrentPlayer, AtLeast, 1, Norad II Crashed, Anywhere);
Actions:
¤ MoveLocation(Bunker Player 1, Supply Depot, CurrentPlayer, Bunker Area)
¤ MoveLocation(Norad II Player1, Norad II Crashed, CurrentPlayer, Anywhere)
¤ MoveUnit(All, Scv, CurrentPlayer, Anywhere, Move Scvs)
¤ RemoveUnit(Suppy Depot, CurrentPlayer)
¤ CreateUnitWithProperties(1, Bunker, Bunker Player 1, CurrentPlayer, 1)
¤ CreateUnitWithProperties(4, Ghost, Bunker Player 1, CurrentPlayer, 2)
¤ RunAIScriptAt(Enter Closest Bunker, Bunker Player 1)
¤ Wait(1100)
¤ RemoveUnitAtLocation(1, Norad II Crashed, CurrentPlayer, Norad II Player1)
¤ MoveUnit(All, Buildings, CurrentPlayer, Bunker Player 1, Norad II Player1)
¤ Wait(500)
¤ MoveUnit(All, AnyUnit, CurrentPlayer, Move Scvs, Bunker Player 1)
¤ PreserveTrigger()


Copied directly from starforge.
Report, edit, etc...Posted by MapUnprotector on 2005-08-10 at 22:53:00
This method is used in the new Path D, I'm not familiar with it, but I get the idea of stacked norads and replacing with bunkers.

I've never used it before, but I think you can ask the person who created the map, he's from oO I think, not sure the exact account though. Was it Oo.Vic.oO?
Report, edit, etc...Posted by I-X-King-X-I on 2005-08-12 at 07:35:40
did you stack the norads lol?

because that was my reason mine werent working at first lol
Report, edit, etc...Posted by Oo.Jamal.oO on 2005-08-12 at 09:42:15
Umm, Try this way.

Trigger
Players:
¤ Player 1
Conditions:
¤ Current Player Commands At Least 1 Supply Depot At Anywhere
Actions:
¤ Center Location Player1 Invisible on Supply depot owned by current player at anywhere
¤ Move all scv for current player at anywhere to Place Scvs.
¤ Create 1 Arbiter at Player1 Invisible
¤ Remove 1 Supply Depot at Player1 Invisible
¤ Create 1 bunker at Player1 Invisible
¤ Create 3 ghosts at player1 invisible
¤ Run al script enter closest bunker at Bunk Place
¤ Wait for 500 milliseconds
¤ Remove 1 Crashed Norad at Norad Place
¤ Move all Bunker for current player at Player1 Invisible to Norad Place
¤ Move all scv at Place Scv To Player1 Invisible
¤ Kill all Arbiter for current player at anywhere
¤ Preserve Trigger



Ok, Theres a list of locations that u should know.

Player1 Invisible= a location where the bunker gets placed.
Norad Place= The place where the norads are.
Bunk Place= Place surrounding where all possible bunkers could be.
Place Scv= Where Scv moves to.
I think that covers everything.
Oh, and 1 more thing, U have to stack ALL the norads in the exact same place so it looks like theres only 1, but theres like 200, etc. The number of norads is how many times the Invis Bunks Will work.
I
Report, edit, etc...Posted by Heimdal on 2005-08-12 at 10:30:12
I didn't look at your trigger in great detail, but it sounds like you need to remove one norad II every time you move a bunker to the location.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-14 at 09:28:28
Make Sure The Scv Has To Go To A "Wait Island", And The Bunker Hs To Be Far Away From Tis Island To Work.

ADDITION:
lol king, i like ur movie!
Report, edit, etc...Posted by Toothfariy on 2005-08-15 at 13:38:37
In this case do you need to stack a lot of norad's on top of each other so that they can be replaced with bunkers?
Report, edit, etc...Posted by Simulant on 2005-08-15 at 13:44:23
Make it an invisible flaming bunker. Like the ones in flame bound. do u know how to make those? If not there are tutorials on this site for that. cool1.gif
Report, edit, etc...Posted by Staredit.Net Essence on 2005-08-15 at 19:48:18
yep, its a wierd bug, remove one stacked units, and you can build another...its wieeeeeeeerd
Report, edit, etc...Posted by Oo.Jamal.oO on 2005-08-16 at 09:16:51
When you remove a building, the ground beneath it automatically clears up, and may not look placable on, but is green. Not a bug
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