Staredit Network

Staredit Network -> UMS Assistance -> smart "AI:jusk yard dog" restrictions
Report, edit, etc...Posted by Gigins on 2005-09-23 at 13:03:45
I need "AI:junk yard dog" restriction. Like a bunch of civilians are set on AI but I don't want them to go where cars drive. I know that there are several ways how to do this but please post your best way. And please post "smart" stuff tongue.gif .
Report, edit, etc...Posted by PlayaR on 2005-09-23 at 15:07:35
...that didn make any sense to me pinch.gif

sorry this is not smart lol
Report, edit, etc...Posted by Gigins on 2005-09-23 at 15:11:44
QUOTE(GgG-PlayaR. @ Sep 23 2005, 10:07 PM)
...that didn make any sense to me pinch.gif

sorry this is not smart lol
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What didn't make sense to you?
Report, edit, etc...Posted by Kumano on 2005-09-23 at 15:53:13
When they bring civilian to a place close to the road order them to go somewhere.
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-23 at 16:08:59
putting the units on patrol between two locations located off the road would stop them going onto it but u would not have any unpredictable movement.
Report, edit, etc...Posted by Corbo(MM) on 2005-09-23 at 16:23:18
i can't think of any just to send them to patroll or move to a determinated location you can restrict them to not go to the street but it will take locations like hell... and since locations are squared even more...man i wish there was something to make locations like you want not like blizzard wants ;D
either try this have an observer (since they are invisible) to patrol the side walk but in the very end and have locations centering on them so when civilian brings to that location it stops and goes somewhere else
random accuracy and bad effect since you can see the cloaked blure but that's the best i can think about
Report, edit, etc...Posted by PlayaR on 2005-09-23 at 16:26:01
QUOTE(DEAD @ Sep 23 2005, 01:03 PM)
I need "AI:junk yard dog" restriction. Like a bunch of civilians are set on AI but I don't want them to go where cars drive. I know that there are several ways how to do this but please post your best way. And please post "smart" stuff tongue.gif .
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QUOTE(DEAD @ Sep 23 2005, 03:11 PM)
What didn't make sense to you?
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idk....
now that u seen kumano's post i do know what u mean tho sry


QUOTE(Kumano @ Sep 23 2005, 03:52 PM)
When they bring civilian to a place close to the road order them to go somewhere.
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and u might need hyper triggers with that cuz without hyper triggers the civ might just go over it and not get moved back
so if wat he needs it on is like a rpg that wouldn't be that good mellow.gif
and idk y it wouldnt be good lol
Report, edit, etc...Posted by Gigins on 2005-09-23 at 16:29:30
QUOTE(GgG-PlayaR. @ Sep 23 2005, 11:25 PM)
idk....
now that u seen kumano's post i do know what u mean tho sry
and u might need hyper triggers with that cuz without hyper triggers the civ might just go over it and not get moved back
so if wat he needs it on is like a rpg that wouldn't be that good mellow.gif
and idk y it wouldnt be good lol
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I am sorry but, DO I REALLY LOOK THAT STUPID?
Report, edit, etc...Posted by Centreri on 2005-09-23 at 17:04:05
Yep sly.gif
Well yah, u can randomize it with the patrolling observer, thats good (or decent,at least.
Or you can make a trigger like
Player1 brings exactly 1 civilian to location (i dont care)
Switch 1 is set

Order unit to move to (i dont care again)
preserve trigger

And at the same time make that trigger for switch 2,3, whatever u decide to go to
and this one:

always

set switch one.
wait 3000milliseconds.
clear switch one
set switch two
wait 3000milliseconds
clear switch two
set switch three.
Preserve trigger.

That will remove the blur and randomize it
dont forget the preserve trigger
Report, edit, etc...Posted by Gigins on 2005-09-23 at 17:08:14
Burroved lings easy beat observer. Besides observer is critically slow. And what is the switch for?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-09-23 at 17:39:18
I would just make a location on the side of the road that moves the civilians to another spot. There they would get put back on junkyard. you can make several spots that the civilians to to so its random.
Report, edit, etc...Posted by Gigins on 2005-09-23 at 17:52:43
QUOTE(Kept_Wheat @ Sep 24 2005, 12:38 AM)
I would just make a location on the side of the road that moves the civilians to another spot. There they would get put back on junkyard. you can make several spots that the civilians to to so its random.
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Here is the minimap. Map is 256x256 BTW.
[attachmentid=14112]
Green lines are roads. I can't have that much locations.
Report, edit, etc...Posted by Shapechanger on 2005-09-23 at 18:25:16
I'd make locations just on the side of the road, that 'Order: Civilian' back into the Civilian zone. It'd take a lot of work, but they'd stay inboun and still have random movement.
Report, edit, etc...Posted by Oo.Vic.oO on 2005-09-23 at 18:25:50
o i did somethin like this b4, order them back when they go on the road.

Condition:
Bring at least 1 civ to "road"

Action:
Order civ at "road" to "back"

---------------------------------------

Condition:
Always

Action:
Roam round
Wait(or death counts)
Preserve Trigger
Report, edit, etc...Posted by Shapechanger on 2005-09-23 at 18:27:03
No, that would lead to them crossing the road as well.
Report, edit, etc...Posted by Gigins on 2005-09-23 at 18:29:06
Did anybody except me noticed that last 3 "smart" ways are the same. I did tongue.gif . So I will repeat.
QUOTE
Here is the minimap. Map is 256x256 BTW.
[attachmentid=14112]
Green lines are roads. I can't have that much locations.
Report, edit, etc...Posted by Shapechanger on 2005-09-23 at 18:41:30
[attachmentid=14114]
Put locations into the places marked by red squares that push the civilians back into the civilian area. The blue part will be hard.

ADDITION:
censored.gif, I missed the top part.
Report, edit, etc...Posted by Gigins on 2005-09-23 at 18:46:08
QUOTE(Shapechanger @ Sep 24 2005, 01:41 AM)

[attachmentid=14114]
Put locations into the places marked by red squares that push the civilians back into the civilian area. The blue part will be hard.

ADDITION:
censored.gif, I missed the top part.
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Actually you missed a lot. But I don't have that much locations to spare so please post something different and it is probably the 1st way that everybody would think of. Note that I don't ask how to do it, I ask which is the best way how to do it. And this probably isn't.
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-23 at 20:32:00
that should do it i think smile.gif

ADDITION:
hmm sorry had troubles with the create trigger thingy

CONDITION


-player brings atleast 1 civilian to location


ACTIONS


-runaiscriptat (order units to junk yard dog roam around, [location]);
-wait(500);
-order (civilians, [location], move, [location]);
-preservetrigger();
Report, edit, etc...Posted by Shapechanger on 2005-09-23 at 20:35:36
Eh. I don't think that will work.
But it might.
Report, edit, etc...Posted by Sickoe_DT_ on 2005-09-23 at 20:56:02
you would think they leave the location but i just tested it and 500 seems to keep them steady within the zones wondering around like fools tongue.gif
Report, edit, etc...Posted by Corbo(MM) on 2005-09-23 at 22:31:52
Ok here is another idea
have locations centering on ur civilians and dark templars equal the number of civilians go like this
Always
Centerlocation labeled as"corbo owns" on any unit owned by player 1 at anywhere
isue order all dark templars for X player to move to location

if the street is at the right side the dark templar must be moving next to civilian so if it tries to go to the street it will block since the junk yard it's randonzised or whatever it's written the unit will not persist and go other way
however it has a lot of problems so don't quote me saying that u can't do that becuz of BLAH BLAH BLAH
but it would really work fine for just ONE civilian

ADDITION:
do that or either go to c:\, starcraft, maps, select you gta map, right click, delete
then go to recycler and erase the elements in recycler too i am 100% sure that would fix you problems
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-24 at 01:49:32
QUOTE(corbo @ Sep 23 2005, 06:31 PM)
Ok here is another idea
have locations centering on ur civilians and dark templars equal the number of civilians go like this
Always
Centerlocation labeled as"corbo owns" on any unit owned by player 1 at anywhere
isue order all dark templars for X player to move to location

if the street is at the right side the dark templar must be moving next to civilian so if it tries to go to the street it will block since the junk yard it's randonzised or whatever it's written the unit will not persist and go other way
however it has a lot of problems so don't quote me saying that u can't do that becuz of  BLAH BLAH BLAH
but it would really work fine for just ONE civilian

ADDITION:
do that or either go to c:\, starcraft, maps, select you gta map, right click, delete
then go to recycler and erase the elements in recycler too i am 100% sure that would fix you problems
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Thats insanely complicated and stupid. Maybe you shouldn't have every single civilian on junk yard? Maybe you should just do it in like heavy populated areas and just leave them standing in other areas. That would decrease your locations
Report, edit, etc...Posted by in_a_biskit on 2005-09-24 at 07:38:53
It seems to me that the most effective solution so far is not to use junk yard dog, and to have the civilians patrol in set areas.
Report, edit, etc...Posted by Corbo(MM) on 2005-09-24 at 11:26:27
QUOTE(Veritaserum @ Sep 23 2005, 11:49 PM)
Thats insanely complicated and stupid. Maybe you shouldn't have every single civilian on junk yard? Maybe you should just do it in like heavy populated areas and just leave them standing in other areas. That would decrease your locations
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didn't you read?
QUOTE
however it has a lot of problems so don't quote me saying that u can't do that becuz of  BLAH BLAH BLAH
but it would really work fine for just ONE civilian

next time
1)read the whole post before criticising
2)don't answer to post that are not to you in this case it was to dead

but really try the first one k? and yeah, the most effective is the one with no junk yard
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