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Staredit Network -> UMS Assistance -> Invisible Bunker help
Report, edit, etc...Posted by RoK on 2006-01-15 at 22:10:25
Can someone explain to me the invisible bunker trigger?
I don't understand where to put the locations and why there are protoss buildings involved? Someone please helpsmilie.gif me! I need someone to explain this trigger to me!
Here's the trigger:
(From Tutorials/Triggers)

QUOTE
Viewing Tutorial: Invisible Bunkers
by Various Authors
Method 1
Thanatos

This is how to make those invisible bunkers from tower defense, the ones where the Bunker isn't just invisible, but not there AT ALL while still allowing the units to shoot from the same spot.

You need this trigger for every player, and every type of bunker (i.e. rine, ghost, bat...)

Trigger
Players:
¤ Player 1
Conditions:
¤ 'Player 1' commands at least 1 'Supply Depot'
Actions:
¤ Move all Terran SCV at 'Anywhere' to 'scvHome'
¤ Center location labeled 'supplyDepot' on Supply Depot' owned by 'Current Player' at 'Anywhere'
¤ Center location labeled 'moveBunker' on 'Bunker' owned by 'Player 8' at 'p1Bunkers'
¤ Remove 1 'Bunker' for 'Player 8' at 'moveBunker'
¤ Remove All 'Supply Depot' for 'Current Player'
¤ Create 1 'Bunker' at 'supplyDepot' for 'Player 1'
¤ Create 3 'Marine' at 'supplyDepot' for 'Player 1'
¤ Execute AI Script: 'Enter closest bunker' at 'supplyDepot'
¤ Wait '1000' milliseconds
¤ Move all 'Bunker' for 'Player 1' at 'supplyDepot' to 'moveBunker'
¤ Create 1 'Protoss Cybernetics Core' at 'supplyDepot' for 'Player 1'
¤ Move all 'Terran SCV' at 'scvHome' to 'supplyDepot'
¤ Preserve Trigger.


Ok, so you need a lot of locations. Here's a list:
¤ scvHome <-- Where the scv moves to once supply depot is built
¤ supplyDepot <-- Location for action to take place at
¤ moveBunker <-- Place the bunker moves to

It's a lot of steps, but it gets the job done.

Now, for taking care of that problem with you being able to see your own units. Here's what you do:

Disable vision with yourself and everyone else except for 1 computer player. That computer is neutral, and everyone has shared vision to it. You place the map revealers on the map so that you keep the fog of war up over your 'moveBunker' area but you can still see where you're building.


Method 2
Various Authors

Trigger
Players:
¤ Players this applies to
Conditions:
¤ Current Player commands at Least 1 Supply Depot.
Actions:
¤ Move location 'Player1 Invisible' on Supply depot owned by current player at 'Anywhere'.
¤ Move all Terran SCV for current player at 'Anywhere' to 'Place SCV'.
¤ Create 1 Observer at 'Player1 Invisible'.
¤ Remove 1 Supply Depot at 'Player1 Invisible'.
¤ Move location 'Player1 Invisible' on Protoss Observer owned by current player at 'Anywhere'.
¤ Create 1 Terran Bunker at 'Player1 Invisible'.
¤ Create (units wanted in bunker) at 'Player1 Invisible'.
¤ Run AI script 'Enter Closest Bunker' at 'Bunk Place'.
¤ Wait for 1000 milliseconds.
¤ Remove 1 Crashed Norad at 'Norad Place'.
¤ Move all Terran Bunker for current player at 'Player1 Invisible' to 'Norad Place'.
¤ Move all Terran SCV at 'Place SCV' To 'Player1 Invisible'.
¤ Kill all Protoss Observer for current player at 'Anywhere'.
¤ Preserve trigger.


If that doesn't work, try without the Observer actions.

Player1 Invisible = The location where the bunker gets placed.
Norad Place = The place where the norads are.
Bunk Place = Place surrounding where all possible bunkers could be.
Place SCV = Where SCV moves to (prevent entering bunker).

You need to stack multiple Crashed Nomads in one place for this to work. The number of Nomads stacked will be the amount of bunkers able to be 'invisible'.

The reason this works is because whenever a building is removed from a location, the ground at that location clears (saying there is no longer a building there so it's buildable).


Thanks,
RoK
Report, edit, etc...Posted by Demaris on 2006-01-16 at 04:50:25

You don't actually need the cybernetics core, that just makes it look like something is where the bunker used to be.

Basically, the trigger goes like this

Make bunker
Move SCV
Load people
Disable Doodad state for bunker
Move bunker
Replace SCV
Report, edit, etc...Posted by Rantent on 2006-01-16 at 05:41:45
As for where the locations go. I would recommend stacking a couple buildings off in one area of the map, that you won't readily see. When you place a bunker where you want, remove one stacked building from here, and replace that building with the disabled bunker. Of course thats only if you want them in one area, you can also alot a large area to place the bunkers individually.

For moving the scv, it could be any empty space away from where the guys will appear to load in the bunker.
Report, edit, etc...Posted by Snipe on 2006-01-16 at 12:01:58
Well here is what i did with a map. It seemed to work for me and my map but it's just what i did.

CODE
p1-Conditions-

Command
-Cp commands at least 1 terran supply depot(or anything you want it made out of)

Actions-
Move location
-Center location labeled (location name) on (Building) owned by Cp at anywhere
-Preserve trigger


CODE
Condtions-
command
-Cp commands at least 1 terran supply depot

actions-
Move 1 (scv or probe) for cp at (anywhere) to (location)
Remove the building.
create 1 (building that attacks) at location for cp.
create (units) at (location) for cp
center location-enter tower(Or anything you want)
Ai script- enter transport at (location of buliding)
Preserve


CODE
COnditions-
Bring- cp (amount of men)(unit) to (location) for player
Center location- (location) on (bunker Or building of choice)P1 anywhere
Set doodade state- Disable (building) for cp at (location)
move- 1 builder for cp at (location thet it moved to) Back to(location of bunker or buliding) for (player)
preserve


I got a little lazy sorry but If you have any questions i can answer them pinch.gif

Report, edit, etc...Posted by Red2Blue on 2006-01-16 at 16:41:13
Be sure to turn off vision and all that good stuff.
Vision is awsomeness.

Are you pertaining to the triggers? Or what they do?

What happens is that bunkers do not move correctly. Even if they are moved from where they are they will attack from where they were original made.

The reason why some tutorials have it that you must place a large alottment of bunkers is because buildings don't move correctly, thus you must center on a different building in order to move each buildling.

Multiple buildings allow for you to create strings of actions.
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