Is it possible to check to see if a player has clicked on a unit and unselect it automatically. Or Just prevent a player from clicking on a unit but being able to see it.
I'm making a fighting map and i need the units in the arena not able to be controlled directly.
Also I need to find out how to send orders to a unit without anywaits.
Background:Im using basic D-Pad style up down left right. and you use like a building or dropship to send the orders of movent to the unit. There are also 4 other buttons Kick/Punch/Block/Special. so far I'm just going to have 4 units with diffrent specials. Im using all 8 players in the map.
While I'm unsure of the ability of EUD conditions detecting unit selection, there is an alternative solution. Just constantly give the units from 1 player to another, that way none of the human players will be able to maintain a selection on their unit.
What do you mean by "send orders to a unit without any waits"?
The only way for that to work is if the units aren't yours. You have to disable the doodad state of the unit and it will be cloaked for the player it belongs to but visable and unclickable by other players. If you have ever played bound defence 2 the scvs have doodad state disabled and you can't click on the other scvs and your own scv is cloaked to you (you can still see it but like that "transparent" effect you get when putting an arb over your units)
Let me rephrase that.
I have an arena 16x16 that has a grid of burrowed lings in it 8x8. I know how to use triggers to get the unit inside of the arena to move. I dont want that unit controllable by the player it is owned by. The map is tournament style with 1 fight going on at a time. So 2 players fighting in the arena. Should I just give the units to players 9 & 10 and use lets say a dropship controller to move them? And i need instant reaction from Lets say a dropship controller. But a dropship controller doesnt provide that because of the wait. I want something that can be used instantly. I have 8 actions that need to be used. Move unit in the arena up/down/left/right and others punch/kick/block/special.
this should be more clear.
QUOTE(Kept_Wheat @ Sep 18 2005, 04:11 PM)
Should I just give the units to players 9 & 10 and use lets say a dropship controller to move them?
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Why not.
I decided on doing just that now how would I get the movement commands to be instant. Because I know the Dropship Thingy doesnt work correctly... I need it to fire faster. So you can move diagnoly.
QUOTE(Kept_Wheat @ Sep 18 2005, 04:42 PM)
I decided on doing just that now how would I get the movement commands to be instant. Because I know the Dropship Thingy doesnt work correctly... I need it to fire faster. So you can move diagnoly.
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Dropship is near-instant. What troubles have you had with it?
The Reloading into the dropship Part. When you press a unit it doesnt come back in right. Like its all mixed up. Im going to try it the dropship way and see how it works in the end.
QUOTE(Kept_Wheat @ Sep 18 2005, 04:53 PM)
The Reloading into the dropship Part. When you press a unit it doesnt come back in right. Like its all mixed up. Im going to try it the dropship way and see how it works in the end.
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Yes, that's what I figured. I think it's the problem that stumps most people, discouraging them from trying out the dropship system. The solution is simple though.
| Trigger |
| Description: |
| Use Dropship #1 |
|
| Players: |
| ¤ Force 1 |
| Conditions: |
¤ Current player brings at least 1 Zergling to GroundOnly
|
| ¤ Current player suffers exactly 0 deaths of Dropship |
| Actions: |
¤ Display text: "Blades GOGOGO."
|
¤ Set deaths for current player to: set to 1 for Dropship
|
| ¤ Preserve trigger |
| Trigger |
| Description: |
| Use Dropship #2 |
|
| Players: |
| ¤ Force 1 |
| Conditions: |
¤ Current player brings at least 1 Marine to GroundOnly
|
| ¤ Current player suffers exactly 0 deaths of Dropship |
| Actions: |
¤ Display text: "Arrows GOGOGO!"
|
¤ Set deaths for current player to: set to 1 for Dropship
|
| ¤ Preserve trigger |
| Trigger |
| Description: |
| Load dropships |
|
| Players: |
| ¤ Force 1 |
| Conditions: |
| ¤ Current player brings at least 1 Men to GroundOnly |
| Actions: |
¤ Run AI Script "Enter Closest Transport" at location Dropship
|
| ¤ Preserve trigger |
| Trigger |
| Description: |
| Reset dropships |
|
| Players: |
| ¤ Force 1 |
| Conditions: |
¤ Current player suffers at least 1 deaths of Dropship
|
| ¤ Current player brings exactly 0 Men to GroundOnly |
| Actions: |
¤ Set deaths for current player to: set to 0 for Dropship
|
| ¤ Preserve trigger |
The 2nd to last trigger can be easily integrated into the Use Dropship triggers, but is seen here as a standalone trgger. The last trigger is a very crucial part, to make sure that the system will be able to reset after the unloaded units return to the Dropship.
That wouldnt do anything. The deaths have no effect. Except for preventing overlap of actions from triggers. But thats not what I meant. I meant that in the dropship the position of the units changes randomly. I want mine in a set formation so its easy to use. Also the need for instant reactions is present. Because the user should be sending a ton at a time.
Is that a real picture of you ? you're pretty good looking if it is

QUOTE(Kept_Wheat @ Sep 18 2005, 06:00 PM)
That wouldnt do anything. The deaths have no effect. Except for preventing overlap of actions from triggers. But thats not what I meant. I meant that in the dropship the position of the units changes randomly. I want mine in a set formation so its easy to use. Also the need for instant reactions is present. Because the user should be sending a ton at a time.
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The deaths DO have an effect because there is a delay in the script Enter Transport, i.e., a unit cannot instaneously go in the Dropship. Just test it out yourself.
Position of units isn't random either, see what happens when you put 8 different units at the exact same coordinates (with "snap to grid") in Starforge and run the Enter Transport script.
And how can I use that information to my advantage?
QUOTE(Kept_Wheat @ Sep 18 2005, 09:00 PM)
And how can I use that information to my advantage?
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It means that you can use a Dropship system and still control the locations they appear inside the Dropship.
You could have multiple units for each direcition, so you only have to reload when it is empty. Or you could add diaginal directions to respresent both buttons being pressed.
Yeah but I dont want to have to use multiple dropships. 1 controller is all I want. because then you have a pain of switching the dropships to attack and move.
What I mean is the location in the dropship. The specific order the units are listed on the thing
ex.
DROPSHIP
1 3 5 7
2 4 6 8
I want it
Move-Up Move-Down Punch Block
Move-Left Move-Right Kick Special
Without it getting mixed up. But if you push Move-Up then it would go into 8 slot. I think at least. Also if you press move-up Move-right to move diagnoly It would get those mixed up. Also the time for it to get back in the ship would screw it up. And the overlapping triggers. I need it to be instant almost.
This reminds me of my chess grid dillema. Ah the ole ches map.
What building has the most buildable units?? I guess it would be best to use a building that would take out a lot of hassles. It would be almost instant. i Guess I could use 10 stacked hatcheries or something like that.
Wheat, you could use the new EUD arrow key detection instead of a dropship system for movement, and simply use a starport/barracks/whatever to create the units you need for punching, kicking, blocking, and specials.
Try loading them one at a time like i did in
Coordinates.scx ( 40.27k )
Number of downloads: 14 Is that fast enouth?
your never going to get the units back into the dropship in the same order unless you make a new dropship every time they unload one or if they unload one then unload all others as well and reload in correct order? I think you should go with the arrow key system. it would be nice to see that in a map...the problem is...how do you go diagonally with only 4 arrows?
How all things go diagnally Up+Left. use triggers to move him up then position a variable there to set it to left, So it goes directly northeast. What is it with these arrow key detections???? I dont have experience in EUD conditions. Your saying I can use Player presses right arrow key and its automatically there.
I know theres a way to do this with screen cordinate detection. But im not sure that would would work 2 well with this map. Nor do i know any specifics.
QUOTE(Veritaserum @ Sep 20 2005, 08:48 PM)
your never going to get the units back into the dropship in the same order unless you make a new dropship every time they unload one or if they unload one then unload all others as well and reload in correct order? I think you should go with the arrow key system. it would be nice to see that in a map...the problem is...how do you go diagonally with only 4 arrows?
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Actually you can remove the units directly from inside the dropship with the Remove aciton. Then reload them one at a time in less than a second.
That might work. Ima leave the conditions open and just do the actions for now. Ill test it with some other sort of condition but its 2 bad that the arrows only work 4 1 player.
Why do they only work for one player?
Im not sure thats what I heard in the topic about it.
QUOTE(Kept_Wheat @ Sep 20 2005, 09:22 PM)
How all things go diagnally Up+Left. use triggers to move him up then position a variable there to set it to left, So it goes directly northeast. What is it with these arrow key detections???? I dont have experience in EUD conditions. Your saying I can use Player presses right arrow key and its automatically there.
I know theres a way to do this with screen cordinate detection. But im not sure that would would work 2 well with this map. Nor do i know any specifics.
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Yoshi took out the topic that talked all about EUDs so i don't know where else for you to find them. The thing is, all EUD conditions were still in there along with the EUD actions that were banned/now patched from battle.net. They might be in tutorials so ill go check there real quick.
ADDITION:
QUOTE(Veritaserum @ Sep 22 2005, 03:11 PM)
They might be in tutorials so ill go check there real quick.
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Nope they aren't sorry. Ask someone who uses them.
ADDITION:
QUOTE(Veritaserum @ Sep 22 2005, 03:13 PM)
Yoshi took out the topic that talked all about EUDs so i don't know where else for you to find them. The thing is, all EUD conditions were still in there along with the EUD actions that were banned/now patched from battle.net. They might be in tutorials so ill go check there real quick.
ADDITION:
Nope they aren't sorry. Ask someone who uses them.
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Nevermind i found it.
EUD Triggers