Staredit Network

Staredit Network -> UMS Assistance -> Mark a unit.
Report, edit, etc...Posted by Gigins on 2005-08-16 at 12:48:21
Is there a way to mark a certain unit. Like 1 of 10 marines goes to a beacon and later is killed. I need a powerup to be created where this marked marine dies. Or to create a powerup when this marine goes to another beacon. how to do this stuff WITHOUT centered locations. I have already tried them and they mess up some later triggers so they wont work.
Report, edit, etc...Posted by PCFredZ on 2005-08-16 at 14:10:10
QUOTE(DEAD @ Aug 16 2005, 12:48 PM)
Is there a way to mark a certain unit. Like 1 of 10 marines goes to a beacon and later is killed. I need a powerup to be created where this marked marine dies. Or to create a powerup when this marine goes to another beacon. how to do this stuff WITHOUT centered locations. I have already tried them and they mess up some later triggers so they wont work.
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Your description is a bit ambiguous. I'm going to tell you my interpretation, so just tell me if it's wrong.

10 Marines go through a location. One of them is marked. Later that one dies, and you want a Powerup to be created where it died.
Report, edit, etc...Posted by Gigins on 2005-08-16 at 14:35:01
QUOTE(PCFredZ @ Aug 16 2005, 09:10 PM)

Your description is a bit ambiguous. I'm going to tell you my interpretation, so just tell me if it's wrong.

10 Marines go through a location. One of them is marked. Later that one dies, and you want a Powerup to be created where it died.
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No. There is 10 marines. 1 of them goes to location and then it is marked. later it goes back to all other marines. Later the marked marine is killed(not by trigger) and a powerup is created there.
Report, edit, etc...Posted by PCFredZ on 2005-08-16 at 15:35:13
QUOTE(DEAD @ Aug 16 2005, 02:35 PM)
No. There is 10 marines. 1 of them goes to location and then it is marked. later it goes back to all other marines. Later the marked marine is killed(not by trigger) and a powerup is created there.
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Out of the limits of what I can think of, assuming they all belong to the same player.
Report, edit, etc...Posted by Gigins on 2005-08-16 at 15:43:09
QUOTE(PCFredZ @ Aug 16 2005, 10:35 PM)
Out of the limits of what I can think of, assuming they all belong to the same player.
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Yea I gone to the same dead end. Anyway I wanted the marine to carry a powerup and drop it if its killed but now I just added a SCV.
Report, edit, etc...Posted by DT_Battlekruser on 2005-08-16 at 16:06:45
Yeah, you can't "mark" a marine. The best I can think of is to replace it with a Raynor when you wish to "mark" it...
Report, edit, etc...Posted by Gigins on 2005-08-16 at 16:13:07
QUOTE(DT_Battlekruser @ Aug 16 2005, 11:06 PM)
Yeah, you can't "mark" a marine.  The best I can think of is to replace it with a Raynor when you wish to "mark" it...
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Eh, I already used that Raynor but thank anyway.
Report, edit, etc...Posted by Oo.Jamal.oO on 2005-08-16 at 17:02:27
Umm, Center a brand new location on it?
Report, edit, etc...Posted by The_Shattered_moose on 2005-08-16 at 17:14:08
Couldn't you put a burrowed zerg unit under it or something, thus marking it?
I know someone had some system similar to this. By the way, who owns the marine, a human or a computer?
Report, edit, etc...Posted by Gigins on 2005-08-16 at 17:40:48
QUOTE(Shatter @ Aug 17 2005, 12:14 AM)

Couldn't you put a burrowed zerg unit under it or something, thus marking it?
I know someone had some system similar to this. By the way, who owns the marine, a human or a computer?
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Well the marine is a moving unit so zerg wouldn't do anything.

Its human controlled. One of 10 marines all owned by one one human player. No "always; move location".
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-08-16 at 18:30:01
This might help. by Tuxedo Templar.
Report, edit, etc...Posted by PCFredZ on 2005-08-16 at 18:30:21
Alright, I got it. Assuming you want to mark the marine for P1:

P: P1
C: Switch 1 is cleared (or Current Player suffers exactly 0 deaths for <Unused Unit>)
C: P1 brings at least 1 Marine to Marking
A: Move location Marker on Marine commanded by P1 at Anywhere
A: Set Switch 1 (or Set Deaths for Current Player to 1 for <Unused Unit>)

P: P1
C: Current Player brings at least 1 Marine to Marker
A: Move location Marker on Marine commanded by P1 at Marker
A: Preserve trigger

The catch here is that you need Starforge to make the location smaller than 32x32 pixels so that another Marine wouldn't be able to occupy Marker with the marked one.

ADDITION: Tux's method posted by Triggamasta is a lot more complicated and beyond what you need achieved.
Report, edit, etc...Posted by Gigins on 2005-08-16 at 18:54:12
But its all still center location based. And something always screw them up. And about these really small locations, they really need something little to lose their unit. Besides can a powerup be created in such small location. And I don't want to mess with this "centre location" stuff in my map anymore, it messed it up once and I believe it will again.
Report, edit, etc...Posted by DaMiNaToR on 2005-08-16 at 19:25:47
I'll tell you right now, what you want is impossible without either making a seperate location for every possible tile the marine could get to, or using a center location trigger. ermm.gif
Report, edit, etc...Posted by PCFredZ on 2005-08-17 at 00:02:51
QUOTE(DEAD @ Aug 16 2005, 06:54 PM)
But its all still center location based. And something always screw them up. And about these really small locations, they really need something little to lose their unit. Besides can a powerup be created in such small location. And I don't want to mess with this "centre location" stuff in my map anymore, it messed it up once and I believe it will again.
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What is that "something" that "always screw them up"? The small locations only need to be as small as the Marine's collision size, and creating powerups should work fine (if not, just center a bigger location over). Just because you couldn't get it to work once doesn't mean the trigger has any problems. Realize that some moderately advanced triggering is involved here, and there's no other way around it.
Report, edit, etc...Posted by AFL-InuYasha on 2005-08-19 at 23:46:41
this may help


Trigger
Description:
get power-up
Players:
¤ p1
Conditions:
¤ p1 brings 1 marine to location(power-up)
Actions:
¤ move location(marked marine) on marine owned by p1 at location(power-up)
¤ set switch(power-up aquired)


this starts the location movement


Trigger
Description:
location follow
Players:
¤ p1
Conditions:
¤ switch(power-up aquired) is set
Actions:
¤ centere location(marked marine) on marine owned by p1 at location(marked marine)
¤ preserve trigger


then this makes the location follow the "marked marine"


Trigger
Description:
create power-up
Players:
¤ p1
Conditions:
¤ switch(power-up aquired) is set
¤ p1 brings exactly 0 marine to location(marked marine)
Actions:
¤ create 1 power-up a location(marked marine)


finally this creates the power-up when the "marked marine" dies

make sur that location(marked marine) is smaller then the marine itself like maybe 10x10 to be safe (marines colision area is 16x20 i believe)

and dont worry if all the rines are huddled where the "marked marine" died, power-ups are created under the layer marines are created on and the marines would be pushed out of the way

hope this helps
Report, edit, etc...Posted by Gigins on 2005-08-20 at 08:13:06
Are you sure that the small location won't lose the unit? Like If I used vulture with speed upgrade(the fastest unit in game), play in fastest game speed and add the 4x game speed stuff. The trigger still shot only 12 times per second. And I think if there are other triggers like this for the same player it would slow the trigger down a bit. In this case it won't work, at least I think so. But thanks a lot anyway. This trigger is great for me.

BTW I already finished the map without this stuff bleh.gif , but still thanks.
Report, edit, etc...Posted by The_Shattered_moose on 2005-08-20 at 11:55:08
Don't triggers fire faster if you increase the number of hypers in the map? (This is probably a tiny increase/decrease if its true, but it might help still)
Report, edit, etc...Posted by Gigins on 2005-08-20 at 12:22:56
QUOTE(Shatter @ Aug 20 2005, 06:55 PM)
Don't triggers fire faster if you increase the number of hypers in the map? (This is probably a tiny increase/decrease if its true, but it might help still)
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As far as I know then hypers don't increase speed of trigger firing. It prevents something that is called neo. This neo makes triggers to run slow. 3 hypers prevents neo for few hours five for few weeks. So there probably won't be any good if you create 100 hyper triggers.
Report, edit, etc...Posted by RexyRex on 2005-08-20 at 17:50:36
PCFredZ has been right the whole time...center a 4x4 pixel location over the marine and preserve it. Nothing will mess it up. Just give it a try.
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