Staredit Network

Staredit Network -> UMS Assistance -> Multiple Location problem
Report, edit, etc...Posted by Kroxigor on 2005-09-30 at 01:02:33
My problem is, lets just say, i have 10 vultures (cars) and i want it so i can centre location on all of them ...the reason why i want to do this is for example i want a marine to be killed every time he touches the vulture because he is "getting run over" by the vulture. only problem is that the vultures are all of the same team blah blah so i can only randomly centre location on one of them. the game sees that there are multiple vultures on the map and cant make "multiple locations" to centre on each one so it centres on ONLY one. To sum up this long long thread, i just simply need some advice on how i can make locations on all these vultures so that when a marine touches any of them, (touches the vulture's centered location) the marines die.

any help would be apreciated thanks alot
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-30 at 02:00:46
How many marines do you have? If there is only one or one per player you could instead center the location on the marine and detect if the vulture comes to it.
Report, edit, etc...Posted by Mp)3 on 2005-09-30 at 03:25:39
Well, I'm really unsure whether or not this will work, but theoretically I think it should:

CONDITIONS
- Always

ACTIONS
- Center Location "X" on "Terran Vulture" owned by "Y" at "Anywhere"
- Kill "all" "Terran Marine" at "X" for "All Players"
- Give "1" "Terran Vulture" owned by "Y" to "Z" at "X"
(Repeat the above three actions equal to the number of Cars)
- Give "All" "Terran Vulture" owned by "Z" to "Y" at "Anywhere"
- Preserve Trigger

Theoretically, it should check off each Vulture instantaneously and kill the marines at all the vultures instantenously too. However, the only problem is that the Vultures would not be able to retain a command due to the changing of the players. However, if they are computers, you can always periodically reset the orders if you like.
Report, edit, etc...Posted by Oo.Vic.oO on 2005-09-30 at 06:18:08
ya but if u have like 100 vultures n u touch 1 u might still not die cuz it takes a long time 4 the location 2 pass through many vultures even with hyper trigger.
Report, edit, etc...Posted by Kumano on 2005-09-30 at 07:12:29
No, when it's all in one trigger it happens instantly.
Report, edit, etc...Posted by Mostly-Harmless on 2005-09-30 at 07:48:00
are they going in a straight up and down path... if so...

just make like 4 locations one big enough for each vulture and 4 locations that cover where the vulture is going to go....

then have the destination location be
vulturemovementspot1
vulturemovementspot2
etc etc....


thats what I was thinking but you guys came up with better ideas
Report, edit, etc...Posted by in_a_biskit on 2005-09-30 at 09:30:17
If you only have one marine, do what Bolt said.
Report, edit, etc...Posted by Corbo(MM) on 2005-09-30 at 10:21:30
QUOTE(in_a_biskit @ Sep 30 2005, 07:30 AM)
If you only have one marine, do what Bolt said.
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why to post if you are not giving a solution?

k assuming you have 10 vultures no more and no less and asuming they are pre placed you can have near them or below them one burrowed unit diferent for each vulture so you will actually center the location on the burrowed unit
trigger 1
•always
•center location labeled as"burrowed unit location" on all(burrowed unit) for x player
[remember they are diferent so it will not mess up]
•preserve trigger

what about if vulture moves?
maybe add a 10 new locations (suggestions to rename them) and do like
trigger 2
•player x brings at least 1(burrowed unit) to "burrowed unit location"
•player x brings at least 1 vulture to "burrowed unit location"

•center location labeled as "vulture" on any vulture owned by player x at "burrowed unit location"
•move all (burrowed unit) for x player at "burrowed unit location" to "vulture"
•preserve trigger
and that will be it i guess

explanation
since you have a diferent burrowed unit for each vulture you have a diferent location for each unit you make one location center on that unit now you can detect the vultures separatedly so you center a new location on the vulture and you move the burrowed unit to that location that was centered on the vulture so it keeps going like that

requirements:
• locations for each vulture
•one diferent unit that cans burrow or cloak(cloak? yeah the same just always set their energy to 100 so they won't ran over of it and don't make them "move" remember they don't have the same speed use the trigger as i said
•a lot of time ;D to do the triggers for each vulture

oh and i realised you don't have to have them preplaced when you create them with a trigger make sure to create the burrowed unit too

ADDITION:
oh and you don't need to have just 10 vultures but you can just have as many vultures as many units you can hide (cloak or burrow)

ADDITION:
forgot to say then you just make the bring to kill to the location centered on the vulture the location on burrowed unit = useless or maybe you'll find a use for it later
Report, edit, etc...Posted by Kroxigor on 2005-09-30 at 11:19:43
thnx guys but i think ill stick with bolts idea cause i only got 1marines...although corbo's idea would work ide rather just centre location on one marine rather than go thru long times trying to centre location on every vulture. thnx
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-30 at 14:42:18
QUOTE(corbo @ Sep 30 2005, 09:21 AM)
why to post if you are not giving a solution?
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Why would you suggest a new solution when a better one was already given?

PS. Corbo if the vultures ever ran into eachother then you would end up with two burrowed units following the same unit vulture.
Report, edit, etc...Posted by scwizard on 2005-09-30 at 16:00:51
Either do the traditional method Bolt is suggesting, or you can use FishGold's micro scan tongue.gif
Report, edit, etc...Posted by Corbo(MM) on 2005-09-30 at 20:47:57
QUOTE((U)Bolt_Head @ Sep 30 2005, 12:42 PM)
Why would you suggest a new solution when a better one was already given?

PS. Corbo if the vultures ever ran into eachother then you would end up with two burrowed units following the same unit vulture.
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yeah i was thinking of that right when i tested it with a friend.
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