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Staredit Network -> UMS Assistance -> Need help with Invisible Bunkers (not cloacked)
Report, edit, etc...Posted by Dm-Ugluk on 2005-09-04 at 14:50:20
OK, so I want to have Invisible Bunkers in my map. I used this tutorial, but it didn't work.

I did make slight differences. My triggerworks are like this:


Trigger
Description:
Bunker Inv
Players:
¤ Player 2
Conditions:
¤ Player 2 brings at least 1 Norad II (Crashed Battlecruiser) to 'Norad Bunk Mid'.
Actions:
¤ Create 1 Terran Bunker at 'Hangar Mid' for Player 2.
¤ Create 4 Terran Marine at 'Hangar Mid' for Player 2.
¤ Execute AI Script 'Enter Closest Bunker' at 'Hangar Mid'.
¤ Wait for 1000 Milliseconds.
¤ Remove 1 Norad II for Player 2 at 'Norad Bunk Mid'.
¤ Move all Terran Bunker for Player 2 at 'Hangar Mid' to 'Norad Bunk Mid'.
¤ Preserve trigger.


OK, so I tested it. First it was: pinch.gif
Then disgust.gif , then mad.gif , then ranting.gif, furious.gif and now helpsmilie.gif

I searched the forums too, but I didnt get the other posts blushing.gif
And for your convenience:
Norad Bunk Mid is the place where the Norads are, and where the Bunkers go
Hangar Mid is the place where the bunker is created and moved from

help me PLZ
Report, edit, etc...Posted by PlayaR on 2005-09-04 at 14:54:02
if u mean the bunkers where cant even see them here the link
http://www.staredit.net/index.php?tutorial=51
Report, edit, etc...Posted by Dm-Ugluk on 2005-09-04 at 14:56:48
QUOTE(GgG-PlayaR. @ Sep 4 2005, 07:54 PM)
if u mean the bunkers where cant even see them here the link
http://www.staredit.net/index.php?tutorial=51
[right][snapback]305209[/snapback][/right]


... read what I have written and check the link... its the same tutorial... pinch.gif
Report, edit, etc...Posted by The_Shattered_moose on 2005-09-04 at 15:21:59
Wait, what purpose do those norads serve?
From what I can tell, you're creating a bunker at the storage area and moving it to the map instead of creating a bunker on the map and moving it to the storage area.
Please be more specific about what you're doing and what doesnt happen as well, as the above is just a wild guess from your vauge statements, tell us exactly what doesnt work, don't just say it doesnt work and leave it at that.
Report, edit, etc...Posted by Dm-Ugluk on 2005-09-04 at 16:35:23
No, Hangar Mid is the place the bunker is created.

Norad Bunk location is where the bunkers are supposed to go (storage area)

The Norads serve as... ammo XD For every Norad deleted an extra Bunker is made. Just like making a Supply Depot as described in the tutorial.

What doesnt work: the bunker isn't moved. The bunker is created, yes. There are marines in it, too.
It just doesn't get moved to the storage area.
Report, edit, etc...Posted by SacredElf on 2005-09-04 at 17:28:43
QUOTE
Conditions:
Player 2 brings at least 1 Norad II (Crashed Battlecruiser) to 'Norad Bunk Mid'.


there is the error
Report, edit, etc...Posted by PlayaR on 2005-09-04 at 17:31:02
QUOTE(Dm-Ugluk @ Sep 4 2005, 02:56 PM)
... read what I have written and check the link... its the same tutorial...  pinch.gif
[right][snapback]305214[/snapback][/right]


oh didn see that link there ;\
Report, edit, etc...Posted by Oo.Jamal.oO on 2005-09-04 at 18:18:21
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.

Enjoy My Advice

Make sure ya have hypers
Report, edit, etc...Posted by The_Shattered_moose on 2005-09-04 at 18:19:51
Are you sure that there isnt some kind of wait block occuring with the wait for 1000 millaseconds? If thats not the case then it SHOULD work fine, unless something is in the way at the location you're teleporting to.
Report, edit, etc...Posted by KaboomHahahein on 2005-09-04 at 19:37:02
You condition is if Norad is there the bunkers will be created at the location. Condition should be if the person brings atleast 1 "whatever building" usually supply depot then center the location onto the supply depot, create a bunker there, remove the scv and make the men to go inside the bunker and run the enter bunker AI script. Then you move the bunker away. Kinda of like what Jamals2fat but I don't know what the arbitor is needed...
Report, edit, etc...Posted by Raindodger on 2005-09-04 at 20:11:16
Along with what the other posts said, it could be because of the wait. Sometimes if you have waits
QUOTE
¤ Wait for 1000 Milliseconds.
it makes the trigger wait a very long time. So next time you test it wait for a while and see if it works. If not then just fix what the other people said biggrin.gif
Report, edit, etc...Posted by SacredElf on 2005-09-04 at 22:13:20
QUOTE
You condition is if Norad is there the bunkers will be created at the location


i alredy said that ermm.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-05 at 00:34:24
Attach the map please.
Report, edit, etc...Posted by Dm-Ugluk on 2005-09-05 at 11:41:15
QUOTE(Jamals2fat @ Sep 4 2005, 11:18 PM)
Make sure ya have hypers


that one sentence... I didn't have hypers
Report, edit, etc...Posted by Oo.Vic.oO on 2005-09-05 at 11:43:03
yes attach the map, it'll b much easier

QUOTE
that one sentence... I didn't have hypers


it should work even without hyper
Report, edit, etc...Posted by Staredit.Net Essence on 2005-09-05 at 12:00:10
[FONT=Arial][SIZE=7]Hey, i got a problem whit starforge it wont install i dont know why confused.gif it just say unable to find a file ranting.gif helpsmilie.gif
Report, edit, etc...Posted by Dm-Ugluk on 2005-09-05 at 12:04:27
I got it fixed... I was trying to move the bunker to an area with creep... that was the problem
Report, edit, etc...Posted by Staredit.Net Essence on 2005-09-05 at 12:21:16
Hi , someone here no how to install starforge it dont work whit me it say cannot find a file and it dont work why?? how can i fix it?
Report, edit, etc...Posted by Deathknight on 2005-09-05 at 12:32:14
Hyper triggers would prevent it from working if a wait is used in these triggers.

Try this.

Stack an insane amount of any 3x2 non-zerg building somewhere for a computer or player 12(neutral) in the corner of your map and put a location over it(Location 1).

Create a 1x1 location, doesn't matter where it is(Location 2).
Also, create Location 3 which is located on unbuildable terrain on the side somewhere, and Location 4 which is over the entire playing field, but does not have Location 1 in it.

Now create the following triggers:


Trigger
Description:
Make bunkers "invisible"(start)
Players:
¤ Force 1(Human players)
Conditions:
¤ Current player commands at least 1 Supply Depot.
¤ Player 12 brings at least 1 building to Location 1.
Actions:
¤ Center location labelled Location 2 on Supply Depot owned by Current Player at Anywhere.
¤ Remove All Supply Depot at Location 2 for Current Player.
¤ Move All SCV owned by Current Player from Anywhere to Location 3.
¤ Create 1 Bunker at Location 2 for Current Player.
¤ Create 4 Marines at Location 2 for Current Player.
¤ Preserve Trigger.



Trigger
Description:
Make bunkers "invisible"(Return Error if bunkers can no longer be stacked)
Players:
¤ Force 1(Human players)
Conditions:
¤ Current player commands at least 1 Supply Depot.
¤ Player 12 brings at most 0 building to Location 1.
Actions:
¤ Display Text Message: "No more bunkers can be created."
¤ Remove Supply Depot for Current Player.
¤ Refund Money?
¤ Preserve Trigger.



Trigger
Description:
Make bunkers "invisible"(Order all units to enter)
Players:
¤ Force 1(Human players)
Conditions:
¤ Current Player brings at most 3 Marines to Location 2.
¤ Current Player brings at least 1 Bunker to Location 4.
Actions:
¤ Run AI Script "Enter Closest Bunker" at Location 4.
¤ Preserve Trigger.



Trigger
Description:
Make bunkers "invisible"(Make invisible after all units have entered)
Players:
¤ Force 1(Human players)
Conditions:
¤ Current Player brings at least 4 Marines to Location 2.
¤ Current Player brings at least 1 Bunker to Location 4.
Actions:
¤ Remove 1 building at Location 1 for Player 12.
¤ Move All bunker owned by Current Player from Location 2 to Location 1.
¤ Move All SCV owned by Current Player from Location 3 to Location 2.
¤ Preserve Trigger.


The above triggers should prevent any bugs from occuring during gameplay related to making bunkers invisible, and will work correctly(and faster) if hyper triggers are used.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-09-05 at 12:41:42
CAN SOMEONE AWNSER ME!!!!!! PLZ!!!!!!!!!!!!!!! helpsmilie.gif helpsmilie.gif helpsmilie.gif helpsmilie.gif helpsmilie.gif helpsmilie.gif helpsmilie.gif helpsmilie.gif helpsmilie.gif :
Report, edit, etc...Posted by LegacyWeapon on 2005-09-05 at 13:11:54
Make your own topic please. Don't hijack others.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-05 at 13:18:22
Yes preferablly in the Starforge section too.

QUOTE(Dm-Ugluk @ Sep 5 2005, 11:04 AM)
I got it fixed... I was trying to move the bunker to an area with creep... that was the problem
[right][snapback]305816[/snapback][/right]


Anyways lookes like he figured this out.
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