Ok, I am making a campagin map for a private campagin. I have several maps with atleast one of these features and issues.
First off: Bunkers
When the marines garrison said bunkers, they stay in for about 2 seconds before the leave the bunker, then one goes back and garrisons it then unloads. How do I fix this problem.
Second off: Dropships
I have a team of that will be given to another computer, everything goes perfect until they are told to load, which they do fine, but when the dropships begin moving to the designated location, the contained units begin to unload and move back to their previous location. How do I fix this.
Also can someone tell me if there is a way to make the dropships fly in from off the map with said infantry team already contained. Then fly to the unloading location, unload the cargo fly off map, and then the infantry team is given to the computer.
The thing that really makes me mad is the fact that I can map structures fly in and land using the triggers, but not this. There is still an issue with this though. I have it set so when the Terran Computer has no starport that a ping appears and you center on the location, then text is supposed to appear, but the buildings that fly in appear and conflict with this I have tried to set a delay with elapsed time, or using a switch, but neither work. Help would be much appreciated.
This is also my first time doing a campagin and scripting of this level, so that might help explain why I can't get these to work, but I have gotten the bunkers to work before, but I don't know why they currently arn't.
They're all because of the campaign AI running, which conflicts with the specific action scripts.
If you have a campain level on then it is telling the computer to go to that kind of level. If it does not want to load into the bunker or dropship then it just won't do that. I think you could make a switch and turn it on and off when you want the campain level to turn on and when you want it to turn off again.
QUOTE(Joshgt2 @ Nov 19 2005, 10:07 PM)
If you have a campain level on then it is telling the computer to go to that kind of level. If it does not want to load into the bunker or dropship then it just won't do that. I think you could make a switch and turn it on and off when you want the campain level to turn on and when you want it to turn off again.
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Pfft, don't just take a random guess at a solution.
From my personal experience I've concluded that giving the computer's units to another player and, later, back to it, will stop a campaign script.
Well see the specific AI that is controling the dropships is just that just dropships, no campagin AI what so ever, well not until the dropships reach the "Unload and Give" location, at which point the dropships and the units they are supposed to unload are given to Player 1 which just happens to be a computer.I mean I even have an AI on the player's side fighting with the enemy. I have shared victory conditions...if your AI ally loses it's hero unit, you and it lose. If you lose your hero unit, you and the AI lose. Reinforcements from Nydus Canals, destroying a specific building will cause certain things to happen. All controled by Switches, timers, or units being in an area. But this side only has scripts for the Dropships, and it still doesn't work, which perplexes me.
Here's the map, the detailing is still in progress, as well as the scripting :/.
The problem was that, since the Enter Dropship script does not happen instaneously, the continuation of the script stops the Order commands from being run.
I added a trigger for P2 at the end of the list that turns on vision with the computer players so you can see the effect created, but you can delete that trigger once you're done.
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Ahhh ok, so do you know how to fix the issue about the starport. Where you destroy the one they currently have, it should display the text, but it doesn't until you destroy the one they bring in.
Also any comments or suggestions?
You could have wait blocks or incorrect conditions.
Actually I just fixed it, but now there's another problem, the AI now starts building to close to the area where the buildings are flowing in from, and where they land, how do I stop them from building in these locations?
Running the AI script "Value this area higher" in an area away from it may work. Or you could just have it so that when they bring a unit there that it is moved away.
I wish they had repulsor logic in here

. I will just disable their AI until the buildings come to land, but see the thing is, they already have all the buildings they need so why build 8 more Barracks, are there any AI Scripts that allow them to build units, mine, attack, and defend without building new structures except to replace those that were lost in attacks? That's one reason I don't like SC, you can't make your own scripts

.
You CAN make your own scripts but do not ask me how. I have never tried.
Also, why don't you just make it impossible for the player to build certain buildings?
Cause I do want them to try and rebuild their base if they lose buildings, you know, I can just simulate AI I guess, I will see if I can't make it so the AI will build a Factory in say a location named factory if there isn't one currently there. And yeah I know you can do your own scripts, but I mean right off the bat, as in with the map maker itself, kinda like Command & Conquer Generals and it's World Builder, with that you can basically design your own scripts, and such, well they have pre-determined outcomes, but you can pretty much make the AI do anything with that game and it editor. I just wish Staredit were more like that game in the way of AI editing.