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Staredit Network -> UMS Assistance -> Help me with this please....
Report, edit, etc...Posted by Mostly-Harmless on 2005-09-23 at 19:29:57
I made a map where u make some marines and they're automatically order onto a beacon... you place the COP of the beacon somewhere on your map and then a bunker will show up... next the 4 units will go into the bunker and the bunker will move somewhre else ( ie. Invisible Bunks) ..

the problem is... if they only make 3 units and then place the COP it will mess up and the bunker wont move... so i want it so they have to have 4 units on the beacon in order to place the COP of the beacon... how do I do this?
Report, edit, etc...Posted by Urmom(U) on 2005-09-23 at 20:06:27
make it so that if they command less than 4 units at the location, it gives the beacon to a computer player so they cant use it.
Report, edit, etc...Posted by Mostly-Harmless on 2005-09-23 at 22:04:34
QUOTE(urmom @ Sep 23 2005, 06:06 PM)
make it so that if they command less than 4 units at the location, it gives the beacon to a computer player so they cant use it.
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NICE thinking.... Very nice.... smile.gif I hadn't thought of that...

I was thiking have 4 pre placed civilians ..... when u train a unit the civillian dies and is replaced by the marine... if a civ is still alive it wont work...
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-24 at 01:42:47
QUOTE(I)ejaVou @ Sep 23 2005, 06:04 PM)
NICE thinking.... Very nice.... smile.gif I hadn't thought of that...

I was thiking have 4 pre placed civilians ..... when u train a unit the civillian dies and is replaced by the marine... if a civ is still alive it wont work...
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Thats real complicated. At least more so then the other. I was also thinkin, why don't you make it possible to create bunkers no matter how many units you have?
Report, edit, etc...Posted by Mostly-Harmless on 2005-09-24 at 11:34:18
QUOTE(Veritaserum @ Sep 23 2005, 11:42 PM)
Thats real complicated. At least more so then the other. I was also thinkin, why don't you make it possible to create bunkers no matter how many units you have?
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no... because the number of bunks and the number of people are directly proportional...


also, ... If the move trigger was...

Bring Atleast 4 ppl... and you only had two.. it wouldn't move


OR

IF it was bring atleast 2 people, and you had 4 ... the chances of the other 2 getting stuck would be very high...


Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-24 at 12:20:23
oh i see
Report, edit, etc...Posted by Mostly-Harmless on 2005-09-24 at 14:20:03
QUOTE(Veritaserum @ Sep 24 2005, 10:20 AM)
oh i see
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how would you do that.... make it so that no matter how many units u have the bunker will move...


but also make it so that it doesn't move until they're all inside the bunker?
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-24 at 16:21:31
QUOTE(I)ejaVou @ Sep 24 2005, 10:19 AM)
how would you do that.... make it so that no matter how many units u have the bunker will move...
but also make it so that it doesn't move until they're all inside the bunker?
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You would say they bring at least 1 unit to the location then you would put WAIT for like...i dunno 500 milliseconds maybe? then move the bunker. So they have time to move.
Report, edit, etc...Posted by Mostly-Harmless on 2005-09-24 at 16:43:05
QUOTE(Veritaserum @ Sep 24 2005, 02:21 PM)
You would say they bring at least 1 unit to the location then you would put WAIT for like...i dunno 500 milliseconds maybe? then move the bunker. So they have time to move.
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if one unit got lost they would die...and that goes too slowly... there's probably some complex trigger you can use with a bunch of switches and such....
I'll experiment and get back to ya...
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-24 at 21:03:38
QUOTE(I)ejaVou @ Sep 24 2005, 12:42 PM)
if one unit got lost they would die...and that goes too slowly... there's probably some complex trigger you can use with a bunch of switches and such....
I'll experiment and get back to ya...
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oh well if you want instant results then yes, it will recquire alot of triggers and probably some switches. It's easily possible though. I'm sure you could figure it out.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-25 at 02:02:01
Move the units over to the bunker one at a time while adding to a death counter.
Then based on the value of the death counter make your move away trigger require that amount of men to enter the bunker before moving it.

but then again i'm too dumb to understand lol
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-25 at 12:24:53
QUOTE((U)Bolt_Head @ Sep 24 2005, 10:01 PM)
Move the units over to the bunker one at a time while adding to a death counter. 
Then based on the value of the death counter  make your move away trigger require that amount of men to enter the bunker before moving it.

but then again i'm too dumb to understand lol
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yeah but he wants to know how to move the bunker no matter how many men there are...1 or 4.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-25 at 21:46:11
Well i thought thats what i was talking about... I guess i don't see what the problem is as far as why it doesn't work.
Report, edit, etc...Posted by in_a_biskit on 2005-09-26 at 09:58:50
The way I'd do it is simply to check that there are no units in the area around the bunker (but at least one inside)...
To do that, you'd check that there is the same number of units in a smaller location as in a bigger location (both centered on the bunker, the smaller location is smaller than the bunker).
Report, edit, etc...Posted by Oo.Vic.oO on 2005-09-26 at 16:13:20
QUOTE
yeah but he wants to know how to move the bunker no matter how many men there are...1 or 4.

y not just do "Bring at least 1 men" and "Bring at most 4 men"
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-26 at 22:47:15
QUOTE(Oo.Vic.oO @ Sep 26 2005, 12:12 PM)
y not just do "Bring at least 1 men" and "Bring at most 4 men"
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Well, what he is doing is, he says, brings exactly 4 men to the location ON THE BUNKER. so, if you did at least one, then it would immediatly move the bunker and you would lose your units. So i suggested a small wait like 500 or 1000 milliseconds but he says it 'takes to long'.
Report, edit, etc...Posted by Oo.Vic.oO on 2005-09-27 at 06:24:53
y would u lose ur units? let say u got a marine, now u place the cop n it will create a bunker with 1 marine.
Report, edit, etc...Posted by Mostly-Harmless on 2005-09-27 at 07:43:44
QUOTE(Oo.Vic.oO @ Sep 27 2005, 04:24 AM)
y would u lose ur units? let say u got a marine, now u place the cop n it will create a bunker with 1 marine.
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the marines are slow and stupid and using the WAIT trigger there is a chance that the player will lose his unit....

I did think of a way to solve the problem

4 locations

1 for each amount of unit

1st... Makep1-1
2nd... Makep1-2
3rd... Makep1-3
4th... Makep1-4


Bring Currentplayer EXACTLY 1 men Playfield

MoveLocationMakep1-1 BUNKER playfield

( the bunker is created before the men so when the bunker is made and the men are created the location will have somewhere to go)
Preservetrigger();


----

Bring Currentplayer Exactly, 1, Men, Makep1-1

Move Bunker to wherever they go...






and make one for each number of units.. thats probably the most complicated way to get it done but hey... I'm gonna give it a try smile.gif
Report, edit, etc...Posted by Urmom(U) on 2005-09-27 at 14:42:12
QUOTE(urmom @ Sep 23 2005, 08:06 PM)
make it so that if they command less than 4 units at the location, it gives the beacon to a computer player so they cant use it.
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did you forget this or did u change your problems?
Report, edit, etc...Posted by Mostly-Harmless on 2005-09-27 at 18:13:32
QUOTE(urmom @ Sep 27 2005, 12:41 PM)
did you forget this or did u change your problems?
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I changed my problems


Now I want it so that I can make bunkers no matter how many people there are on the beacon and still have the bunker move when everyone is inside ( read the above post )
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-27 at 20:46:53
QUOTE(Oo.Vic.oO @ Sep 27 2005, 02:24 AM)
y would u lose ur units? let say u got a marine, now u place the cop n it will create a bunker with 1 marine.
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they only enter one at a time.
Report, edit, etc...Posted by in_a_biskit on 2005-09-28 at 23:26:19
How about what I suggested before?

QUOTE(in_a_biskit @ Sep 26 2005, 11:58 PM)
The way I'd do it is simply to check that there are no units in the area around the bunker (but at least one inside)...
To do that, you'd check that there is the same number of units in a smaller location as in a bigger location (both centered on the bunker, the smaller location is smaller than the bunker).
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Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-28 at 23:49:58
It might work...An easier way is that when you place the COP check the units that are at the BUILDING site instead of trying to put two locations on top of a bunker.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-29 at 02:48:47
Just because they left the building site area doesn't mean they have successfully enter the bunker.

with a max possablity of only 4 units per bunker it should be pretty easy to make an extra trigger for each amount that intially starts out on the bunker. use a counter if you must.

Here is my idea uses 6 triggers.



Locaitons
- 'beacon start' where your cop beacon is that you put your men on
- 'bunker' about a 2x1 location centered on the cop beacon after it is moved
- 'feild' the area where the defence happens
- 'bunker out' a location centered on supply depos or something (where your bunker is moved to to create the invisable units effect)
- 'storage' where you extra flag beacons are kept since you can't create them.

Idea
- Units are moved from the beacon one at a time and run the ai script seperatly. This will allow all the units to fit in a smaller place moving into the spot where the previous one just entered the bunker from.
- The bunker doesn't move away until no more units are on the beacon and no more are outside the bunker.


Trigger
Description:
Initial Start
Conditions:
¤ Current Player brings at least one 1 to location 'beacon start'
¤ Current player brings exactly 0 beacon to location 'beacon start'
¤ Current player brings exactly 0 bunker to 'bunker'
Actions:
¤ Center location 'bunker' on beacon owned by current player at 'feild'
¤ Remove all beacon owned by current player at 'bunker'
¤ Create one bunker at 'bunker' for current player
¤ Move 1 men owned by current player at 'beacon start' to 'bunker'
¤ Add one to custom for current player
¤ Run AI Script enter closest bunker at 'feild'
¤ Preserve Trigger



Trigger
Description:
Loading other men
Conditions:
¤ Current player brings at least one men to location 'beacon start'
¤ Current player brings exactly 0 beacon to 'beacon start'
Actions:
¤ Move one men owned by current player at 'beacon start' to 'bunker'
¤ Add one to custom for current player
¤ Run AI Script enter closest bunker at 'feild'
¤ Preserve Trigger



Trigger
Description:
Each custom value: repeat this trigger with values 2, 3, and 4 for the custom score in conditions.
Conditions:
¤ Current player brings exactly 0 men to location 'beacon start'
¤ Current player brings exactly 0 beacon to locaiton 'beacon start'
¤ Current player custom score is exactly 1
¤ Current player brings exactly 1 men to 'bunker'
Actions:
¤ Move bunker owned by current player at 'bunker' to 'bunker out' (probolly need some centering for the bunker out stuff)
¤ Move one Flag beacon at 'storage' to 'beacon' for current player.
¤ Set custom score for current player to 0
¤ Preserve Trigger

Report, edit, etc...Posted by in_a_biskit on 2005-09-29 at 07:26:35
See, what i'm thinking is that my method is almost identical, if you use Bolt's 'field' location instead of my 'bigger location' - except that it doesn't count the number of men each time.

So:
Trigger
Conditions:
¤ Current player brings at most 0 Beacon to 'beacon start'
¤ Current player brings at least 1 men to 'beacon start'
Actions:
¤ Center location 'bunker' on Beacon owned by Current player.
¤ Remove all Beacon owned by Current player at 'bunker'.
¤ Create 1 Bunker at 'bunker' for Current player.
¤ Move 4 men owned by Current player at 'beacon start' to 'bunker'.
¤ Run AI Script 'enter closest bunker' at 'field'.
¤ Preserve trigger

And 4 of these:
Trigger
Conditions:
¤ Current player brings exactly 1 men to 'bunker'
¤ Current player brings exactly 1 men to 'field'
Actions:
¤ {move the bunker away and recenter locations etc}
¤ {create a new beacon}
¤ Preserve trigger


Takes one less trigger tongue.gif
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