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Staredit Network -> UMS Assistance -> Moving Resources
Report, edit, etc...Posted by Desperado on 2005-12-12 at 16:56:14
If you can solve this, you are the best problems solver there ever was. I'll give you all my minerals too, but I doubt anyone who can solve this would care about minerals.

I am a bit of a perfectionist, and I do not want my map generating error messages for any reason. If you try to create a mineral node or a vespene geyser on a spot in which units are standing, or terrain is blocking the location, the map will generate an implaceable error. The simple way around this is to create the resource somewhere else and attempt to move it to the location. Unfortunately resources cannot be moved by triggers. I need to find some way around this, so that I can check to make sure I can place the resource on a location before creating it there. I forgot to mention, the player gets to choose where the geyser will be created, so the triggers do not know exactly where something will be created

It is noteable that the Defiler Mound is the same size as the Vespene Geyser. However, if you move a Defiler Mound to the location successfully, and destroy it to create a geyser there, the creep remains. If the creep could somehow be removed instantly, it would be possible to use this method to place geysers. This does not solve the problem of minerals however.

Refineries, Assimilators, and Extractors cannot be moved either.

It is simple to make a trigger to detect any units at a location, the main problem is making sure terrain does not get in the way. You could create a complicated system of spawning units at the location with a formation the same shape as a Vespene Geyser or Mineral Node, but this is not truly "exact." Placing buildings with triggers is very strict.
Report, edit, etc...Posted by PCFredZ on 2005-12-12 at 17:22:59
To solve your original problem, you can always FIRST move units away from location, THEN create the resource node.
Report, edit, etc...Posted by PCFredZ on 2005-12-12 at 18:46:41
QUOTE(Forsaken @ Dec 12 2005, 05:39 PM)
Exactly... Try something like this:

Conditions:
[i]Whatever may be required to move/create the resource depot.

Actions:
Order all men owned by all players at location "Resource One" to move to "Different Location"
Wait 2000 Milliseconds
Move Resource to "Resource One"
Preserve Trigger
In my eyes, it should work. Although I am over confident that you can do the conditions. Although I have not tested this, I am quite certain it should work.
[right][snapback]377415[/snapback][/right]

Orders aren't instaneous. Use the Move Unit action.

EDIT: hmm... he deleted his post?
Report, edit, etc...Posted by KABOOM on 2005-12-12 at 22:37:21
ok well u call just use the same idea like pick a unit that is the size of the gayser or mineral rode and if it moves well make a trigger replace it. if you have hyper triggers you shouldn't even be able to so the transaction biggrin.gif
Report, edit, etc...Posted by HolySin on 2005-12-12 at 22:50:14
There is a difference between the defiler mound and the vespean geyser. One is a building, the other, a doodad. Also, the creep moves around a vespean geyser. Terrain that is walkable doesn't mean that it will support buildings. The only thing I could think of is trying to do something similar to the "Make a Rock Sprite."
Report, edit, etc...Posted by Desperado on 2005-12-12 at 23:23:34
Forsaken probably deleted his post because his response had nothing to do with the problem, which he misinterpreted.

QUOTE
ok well u call just use the same idea like pick a unit that is the size of the gayser or mineral rode and if it moves well make a trigger replace it. if you have hyper triggers you shouldn't even be able to so the transaction


There are no such units, only the defiler mound is the same size as the Vespene Geyser.

QUOTE
There is a difference between the defiler mound and the vespean geyser. One is a building, the other, a doodad. Also, the creep moves around a vespean geyser. Terrain that is walkable doesn't mean that it will support buildings. The only thing I could think of is trying to do something similar to the "Make a Rock Sprite."


Vespene Geysers are not doodads, they are units. Their unit type is merely a "resource node" not something such as a ground unit or a building, so they are not moveable by triggers. Also you cannot create a Vespene Geyser on a location which has creep on it.

I forgot to mention, the player gets to choose where the geyser will be created, so the triggers do not know exactly where something will be created
Report, edit, etc...Posted by Ninebreaker on 2005-12-12 at 23:44:43
Use a air unit?

Are you creating for p12 and not p1-p8?

(Not sure that makes a diff though)
Report, edit, etc...Posted by Forsaken on 2005-12-13 at 00:15:22
Wow... I never deleted my post...

Anyway... How did I misinturpret what you were talking about?

This is not out of spite. More or less, it's to see what I said wrong, and what you really mean.
Report, edit, etc...Posted by Doodan on 2005-12-13 at 00:22:39
QUOTE(Desperado @ Dec 12 2005, 11:23 PM)
I forgot to mention, the player gets to choose where the geyser will be created, so the triggers do not know exactly where something will be created
[right][snapback]377776[/snapback][/right]

Does the player get a few options (like 4 or 5 choices), or are the possibilities endless in regards to the choices?

I made a map once where resource nodes were created for the player, but only while the player was far enough away from the area to not see the creation (it helped prevent them from getting in the way).
Report, edit, etc...Posted by Staredit.Net Essence on 2005-12-13 at 01:54:03
units are their. So move the units that can be moved away then create the vespine there. Not very hard.... You then move the units back and it will be fine.
Report, edit, etc...Posted by KABOOM on 2005-12-13 at 11:44:30

Trigger
Description:
create gayser
Players:
¤ whoever
Conditions:
¤ whatever you want
Actions:
¤ move men at location to location
¤ create unit
¤ move men at location to location
¤ comment


think thats it
Report, edit, etc...Posted by Desperado on 2005-12-13 at 16:37:21
Nothing anyone has said so far is relevant to the problem.

Forsaken, you misinterpreted the problem in that I am not trying to "Order" units to move anywhere. EVERYONE seems to have completely misunderstood. It does not matter if there are units in the way. The problem is that the player has the option to create a geyser ANYWHERE, which means that if the terrain is invalid then the vespene geyser will not be created and it will generate an error. Nothing anyone has said so far is relevant to the problem.

QUOTE
Does the player get a few options (like 4 or 5 choices), or are the possibilities endless in regards to the choices?


The player has an observor. When the player activates the option to create a geyser, a location is centered on the observor and then the geyser would be created. This method is insufficient however. Options don't really matter, and there aren't any. Except how much vespene gas the geyser will have, or minerals for mineral nodes.
Report, edit, etc...Posted by Syphon on 2005-12-13 at 17:15:59
First get a 3x2 location to follow a Observer for the player.

Get 2 cloaked archons to be constanntly teleported to the location.

If the archons are there temporarily move them away and place the geyser.
Report, edit, etc...Posted by Doodan on 2005-12-13 at 20:32:31
QUOTE(Syphon @ Dec 13 2005, 05:15 PM)
First get a 3x2 location to follow a Observer for the player.

Get 2 cloaked archons to be constanntly teleported to the location.

If the archons are there temporarily move them away and place the geyser.
[right][snapback]378117[/snapback][/right]

I have to agree with Syphon on this one, although I would have Dark Templars (you'd probably need 9 or so) constantly under the observer and withdraw them for a split second so the geyser can be placed. That way no other units will have time to get in the way.

Of course, it might also help to explain to the player (like on the DL page, or mission briefing, or even in-game) that getting under the observer during geyser placement will make it malfunction. The game has limits, so make sure the player knows that. tongue.gif
Report, edit, etc...Posted by Desperado on 2005-12-13 at 21:04:29
Kenoli(U) is the best there ever was.

Kenoli(U) has thought of a way to do geysers/assimilators/refineries/extractors PERFECTLY.

Create a defiler mound at a safe location.
Attempt to move the defiler mound to the observor.
If it succeeds, destroy the defiler mound.
Create an Extractor on the creep! (This is the key step, as extractors can be created on creep)
Then you kill the extractor, and the geyser remains with no creep.
Thus, you have a geyser.
You can replace the geyser with an assimilator/refinery/extractor easily.

Too bad now I have to figure out how to do mineral nodes.
Report, edit, etc...Posted by Subrosian on 2005-12-13 at 21:15:49
This is an alternate way for doing the gas, and will work for the minerals too.

Trigger
Conditions:
¤ BLABBER
Actions:
¤ Move Location 'blah' to Observer owned by Any Player at 'Anywhere'
¤ Preserve Trigger.


Trigger
Conditions:
¤ SAME BLABBER
¤ All Players brings at most 0 Any Unit to 'blah'
Actions:
¤ Create 1 Mineral Field/Vespene Geyser owned by Any Player at 'blah'
¤ Preserve Trigger.


ADDITION:
There will also be no creep. smile.gif
Report, edit, etc...Posted by Desperado on 2005-12-13 at 21:16:07
Subrosian that does not help if the terrain can't support a geyser or mineral. It will generate an error.
Report, edit, etc...Posted by Subrosian on 2005-12-13 at 21:27:40
Ok, just move a missile turret to the area to check if there is creep *EDIT* any unbuildable terrain.

Trigger
Conditions:
¤ BLABBER
Actions:
¤ Move Location 'blah' to Observer owned by Any Player at 'Anywhere'
¤ Create 1 'Terran Missile Turret' owned by 'Player 8' at 'somewhere else'.
¤ Move 1 'Terran Missile Turret' owned by 'Player 8' at 'somewhere else' to 'blah'.
¤ Preserve Trigger.


Trigger
Conditions:
¤ SAME BLABBER
¤ Player 8 Brings at least 1 Missile Turret to 'blah'.
Actions:
¤ Remove 1 missile turret at 'blah'.
¤ Create 1 Mineral Field owned by Any Player at 'blah'
¤ Preserve Trigger.


Player 8 should not be able to make turrets, though.

Edit: Vespene geyser may not work for it.
Report, edit, etc...Posted by Desperado on 2005-12-13 at 21:30:23
Creep is not the problem. The problem is say, the player tries to create the Geyser over WATER..
Report, edit, etc...Posted by Subrosian on 2005-12-13 at 21:56:51
It still works.

ADDITION:
I mean, over other unbuildable terrain.

Have you tried it yet?
Report, edit, etc...Posted by Desperado on 2005-12-13 at 22:00:01
That system is foolish, because just because a Missile Turret fits at the location, it does not mean that the geyser will necessarily fit. What if the space is only 2x2, the geyser is a 2x4 object.

Furthermore: For similar ideas using regular units, there is a lot of unbuildable walkable terrain. Take Ruins terrain for instance, so that would generate an error.
Report, edit, etc...Posted by Subrosian on 2005-12-13 at 22:03:22
QUOTE(Desperado @ Dec 13 2005, 09:00 PM)
That system is foolish, because just because a Missile Turret fits at the location, it does not mean that the geyser will necessarily fit. What if the space is only 2x2, the geyser is a 2x4 object.[right][snapback]378375[/snapback][/right]


I already mentioned that the geyser would not work. If you want to, use a 4x2 building instead of a turret.
Report, edit, etc...Posted by Doodan on 2005-12-13 at 22:28:34
Can you not live with the fact that there are unbuildable errors? Just inform the players that they can't create the resources in certain spots and to stay out of the way. No matter how clever the tactic, there were always be that BZZT! sound when you try to create in the wrong place. What EXACTLY are you trying to achieve? The way I'm imagining it, the player can choose where to set up their base instead of being stuck with preplaced minerals, but there are just places they simply can't be placed and as long they know that and that they should stay out of the way, it should work just fine.

You can't get around the fact that there will be errors if the player misuses the system.
Report, edit, etc...Posted by Subrosian on 2005-12-13 at 22:43:16
EXAMPLE MAP.
[attachmentid=16005]

ADDITION:
I used the same geyser placement as Kenoli(U).
Report, edit, etc...Posted by Medieval_Massacre on 2005-12-13 at 23:36:21
well you could make locations over all unbuildable terrain areas and set a switch that will negate the create trigger when the observer is on that location, but i dont know how man unbuildable places you have.
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