Staredit Network

Staredit Network -> UMS Assistance -> Vision problem
Report, edit, etc...Posted by PlayaR on 2005-11-24 at 23:29:14
In this map im doing with a friend I need P1 not visioned to P5, P6, and P8 and also have P2, not visioned to P3, P4, and P7. Their also in different forces. I have a set of triggers which are :

Trigger #1 (for players 1,5,6 and 8)
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Conditions :
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Always.
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Actions :
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RunAIScript Turn ON Shared Vision for Player 1.
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PreserveTrigger.
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Trigger #2 (for player 1)
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Conditions :
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Always.
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Actions :
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RunAIScript Turn OFF Shared Vision for Player 6.
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RunAIScript Turn OFF Shared Vision for Player 8.
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RunAIScript Turn OFF Shared Vision for Player 5.
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PreserveTrigger.
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Trigger #3 (for player 5)
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Conditions :
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Always.
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Acions :
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RunAIScript Turn OFF Shared Vision for Player 6.
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RunAIScript Turn OFF Shared Vision for Player 8.
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PreserveTrigger.
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and triggers just like that for players 6 and 8

When i test it in the game it has P1 visioned to P5, P6, and P8. I thiink the problem in trigger #1 because when i take it out P5, P6, and P8 dont have vision to P1 and P1 dont have vision to P5, P6, or P8.

Can someone help me with this? Thanks
Report, edit, etc...Posted by in_a_biskit on 2005-11-24 at 23:57:51
So you want... p1 can see vision of only himself (not p5 or p6 or p8's vision).
But p5, p6, p8 all can see p1's vision.

If that's what you want, then I think your triggers are correct.

But, if you want:
p1 can see vision of himself, p5, p6, and p8;
But p5, p6, and p8 can only see their own vision - they can't see what p1 or each other see.

Then you want p1 to run "turn on vision" for p5, p6, and p8
and p5 runs "turn off vision" for p1, p6, and p8
and similarly for p6 and p8.

Make sure you double check the tutorial:
http://www.staredit.net/index.php?tutorial=64
Report, edit, etc...Posted by PlayaR on 2005-11-25 at 00:02:04
The second one is what i wanted and ill try that now.
and i think i did see that tutorial but didn really get what it meant lol so i just tried it by myself biggrin.gif
Report, edit, etc...Posted by I-X-King-X-I on 2005-11-25 at 00:41:01
im not 100% sure but in order to vision a comp, you must have vision from it and vice versa

i may be wrong
Report, edit, etc...Posted by PlayaR on 2005-11-25 at 12:53:56
QUOTE(I-X-King-X-I @ Nov 25 2005, 01:41 AM)
im not 100% sure but in order to vision a comp, you must have vision from it and vice versa

i may be wrong
[right][snapback]364190[/snapback][/right]


there is no comps in the map its just all human players
plus biskit's idea worked. thanks alot
Report, edit, etc...Posted by I-X-King-X-I on 2005-11-25 at 15:42:47
QUOTE(PlayaR @ Nov 25 2005, 11:53 AM)
there is no comps in the map its just all human players
plus biskit's idea worked. thanks alot
[right][snapback]364405[/snapback][/right]

oh ok, i was assuming they were comps but yea
Report, edit, etc...Posted by TheOddAngel on 2005-11-25 at 16:21:11
This is something easily figured out on ones own... just take the time and think logicaly... The logical answer would be to make seperate triggers for each player disabeling vision and enabeling which is the correct answer
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-25 at 21:35:43
okay a thing to remember is that the AIScripts run on the player that the trigger is for. So, when you make it so that PLAYER 1 cannot see PLAYER 5 then you would have the trigger under player 1. THEN under player 5, you would have player 1 turned ON (if you want player 5 to see player 1 but NOT vice versa).
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