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Staredit Network -> UMS Assistance -> The storm
Report, edit, etc...Posted by r[s]t on 2005-10-27 at 20:05:59
I want barracks to like cloak and have things created under them...

not working though



Always();
Bring(P1, Exactly, 0, AnyUnit, Barracks);
Bring(P2, Exactly, 0, AnyUnit, Barracks);
Bring(P7, Exactly, 1, barracks, Anywhere);
-
SetDoodadState(Disable, baraacks, P7, Barracks);
MoveLocation(Barracks, barracks, P7, Anywhere);
CreateUnit(2, Vulture Spider Mine, Barracks, CurrentPlayer);
KillUnitAt(All, Vulture Spider Mine, Barracks, CurrentPlayer);
GiveUnits(1, barracks, P7, Barracks, P8);
PreserveTrigger();
Comment("storm");
-
when p7 has no more barracks , p 8's are given to p7
Report, edit, etc...Posted by Mp)MinigameEast on 2005-10-27 at 20:14:47
i dont think you can move a barracks and create spider mines at the same time...
the move wont happen.

explain more becuace i have like 3 ideas in my head
Report, edit, etc...Posted by r[s]t on 2005-10-27 at 20:30:55
basically


A location will cetner on every barracks, cloak it, creating some specail effects and then move on to another barracks by changeing the owner of the barracks.

ANd all the barracks are changed, it reverts
Report, edit, etc...Posted by Mp)MinigameEast on 2005-10-27 at 20:34:08
can you post the map for us?
Report, edit, etc...Posted by r[s]t on 2005-10-27 at 20:36:46
does it matter? I said it doesnt work.

HOw about suggestiing another way to do it?
Report, edit, etc...Posted by Mp)MinigameEast on 2005-10-27 at 20:40:21
i dont think there is another way.
creating something underneath a barracks is impossible

but this is what i think.
create something then turn off vision then move the barracks and then turn it on.

ADDITION:
QUOTE
does it matter? I said it doesnt work.

then why are you posting if your not letting us help you 100%?
Report, edit, etc...Posted by Corbo(MM) on 2005-10-27 at 20:41:23
you say you give your barracks to other player if that its at the same time you want the unit to be created you can just make a new trigger that when a player brings unit to some location it will create and kill however, you will need to give that barrack to other player or otherwise it will just be creating units at the same barrack that or either u forgot to add preserve trigger biggrin.gif
Report, edit, etc...Posted by Urmom(U) on 2005-10-27 at 20:43:54
try

Always();
Bring(P1, Exactly, 0, AnyUnit, Barracks);
Bring(P2, Exactly, 0, AnyUnit, Barracks);
Bring(P7, at least, 1, barracks, Anywhere);
-
MoveLocation(Barracks, barracks, P7, Anywhere);
SetDoodadState(Disable, baraacks, P7, Barracks);
CreateUnit(2, Vulture Spider Mine, Barracks, CurrentPlayer);
KillUnitAt(All, Vulture Spider Mine, Barracks, CurrentPlayer);
GiveUnits(1, barracks, P7, Barracks, P8);
PreserveTrigger();
Comment("storm");

The things that I changed are in red. You may want to change the conditions around some more because I didn't know where you were going with them.
Report, edit, etc...Posted by r[s]t on 2005-10-27 at 20:44:54
how about htis..ignore the create something under the barracks. (barracks is lift anyways).

SO a LOCATION CETNERS ON A BARRACK OWNED BY PLAYER 7, THE BARRACKS GET CLOAKED BY DISABLING DOODAD STATE, THEN GIVEN TO PLAYER 8, AND THE PROCESS REPEATS.

THEN WHEN PLAYER 7 HAS NO MORE BARRACKS, PLAYER 8 GIVES ALL HIS BARRRACKS TO PLAYER 7.

That should be the trigger i posted in post number 1, but it doesnt seem to work. Did i make a mistake?
Report, edit, etc...Posted by Mp)MinigameEast on 2005-10-27 at 20:52:19
create 1 barracks for p7
disable the barracks for p7
give barracks from p7 to p8
preserve trigger


(when p7 exactly commands 0 barracks)
give barracks from p8 to p7
preserve trigger
Report, edit, etc...Posted by r[s]t on 2005-10-28 at 00:48:32
that is what i wrote. How come its nto working?
Report, edit, etc...Posted by in_a_biskit on 2005-10-28 at 03:28:21
Did you make the changes that urnom suggested?
Remember to move the location to the first barracks before you disable it.

Why don't you describe what actually happens when you try to play it? Do the barracks change player? Do they cloak? Does only one of them cloak?

Also, I think that you need to see the barracks, either with a detector or by giving it to the human player or by sharing vision with the owner for a short while (~100ms?), before it will show the cloaking animation.

Otherwise it seems like you have the right idea about how to do what you want.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-10-28 at 03:49:26
umm i have an idea... why not give one of the barracks to a different player, disable it, create the units, than give it to a nuetral player...(ply 12)
untill all barrack's are done..

than when all are done u give to the player u want them to be

than if u want another, give all barrack's to plyr 12 (or other plyr) and then do the next barracks, when u done u give back.
Report, edit, etc...Posted by in_a_biskit on 2005-10-28 at 09:19:53
As far as I can see, that's what he's been doing already (using p8 instead of p12)...
Report, edit, etc...Posted by r[s]t on 2005-10-28 at 18:07:29
THey dont all cloak, some becoem unclickable
Report, edit, etc...Posted by Wilhelm on 2005-10-28 at 18:40:14
You need a detector present. Have it removed when all the barracks are done cloaking. If you give them back to p7 though, the process will repeat unless you set up some kind of switch or condition other then "brings 1 barracks anywhere". My suggestion is to have missile turrets belonging to a neutral player. When all the barracks have been disabled, then give the players vision with the neutral player, and set their health to 5. Thery burn down, boom. Cloak.
Report, edit, etc...Posted by r[s]t on 2005-10-30 at 11:19:27
okay the detector can be owned by anyone right? and everyone will see the claoked?
Report, edit, etc...Posted by DT_Battlekruser on 2005-10-30 at 12:21:01
No, it has to be for the player. It is a lot simpler for the player to have vision with the player owning the cloaking buildings and then take away vision so the buildings vanish.
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