Staredit Network

Staredit Network -> UMS Assistance -> Move Location Problem
Report, edit, etc...Posted by Pyro_Maniak14 on 2006-02-09 at 20:49:59
Ok... Ive been working on this map and in this cinematic, you approach a cliff and jump off it. I have a move location trigger following the unit so I can switch out weapons and stuff but when I jump off the platform and land, the trigger stops working. I don't know what the problem is...
Report, edit, etc...Posted by Fwop_ on 2006-02-09 at 20:52:11
Hmm.. doesn't seem like enough information is posted, mind attaching the map?
Report, edit, etc...Posted by R0y- on 2006-02-09 at 20:52:26
Post the trigger so we can help you...
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-02-09 at 21:12:07
Does your location-following trigger have the location itself in the action, i.e., "Center Location X on Unit Y at X?" If that is the case, then when your unit is moved out the location by the cinematic triggers, the location will no longer follow it...
Report, edit, etc...Posted by Staredit.Net Essence on 2006-02-09 at 21:29:25
Yeah what wing said is most likely the case or you have a bigger location like Z and you move out of Z into P so your stuck until you get back in Z. You need more information were just throughing guesses at you.
Report, edit, etc...Posted by Zombie on 2006-02-09 at 22:29:17
This is acually a problem with me to.



I did what wing said, But now when i switch to a different weapon, the location moves some random place on the map. Anyway to fix that?
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-02-09 at 22:35:32
Well, what kind of system are you using for changing weapons?
1) Is the weapon the player's main unit, or does the player keep their unit and have the weapon as another unit, or is the weapon entirely virtual (i.e. triggered)?
2) How does your center location system work? Does it have a seperate trigger for each weapon, and conditions to prevent ones that do not apply from activating?
Report, edit, etc...Posted by Zombie on 2006-02-10 at 13:34:17
QUOTE(Wing-of-no-Wing @ Feb 9 2006, 08:35 PM)
Well, what kind of system are you using for changing weapons?
1) Is the weapon the player's main unit, or does the player keep their unit and have the weapon as another unit, or is the weapon entirely virtual (i.e. triggered)?
2) How does your center location system work? Does it have a seperate trigger for each weapon, and conditions to prevent ones that do not apply from activating?
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1) Well from what i understand...(if thats english) My weapon system is a dropship system, But instead of a spell it just replaces the players unit.


2)Like any center location, But it doesnt have different ones, Just one main one that centers on any p1 unit.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-02-10 at 15:39:20
The ideal system would be to have a seperate trigger for each possible weapon. Make sure it centers on the unit in question for the player at Anywhere, or in a location that occupies everywhere the player MIGHT be (i.e. the whole fighting arena or what have you), but not anywhere that the player might have another identical unit, such as in your dropship area. This doesn't mean that you have to use different locations, simply have one trigger managing the player's location per weapon, with conditions such that only one trigger acts at once. What you don't want to have happen is to have it try and center the location on your unit while you are "in between" weapons, or on a unit other than the correct one, so make your conditions such that it doesn't do that.
Report, edit, etc...Posted by Son) on 2006-02-10 at 15:49:24
the way you are doing it if you remove the unit then the location centered on that unit will auto go to "Anywhere" (centered in the middle of the map) so what you would have to do since your doing drop ship system
Trigger
Players:
¤ W/e player belongs to
Conditions:
¤ W/E player brgs blah blah unit to blah blah location (the dropship)
¤ W/E player brgs blah blah unit to the location centered on that unit(the main unit)
Actions:
¤ Create one blah blah unit at the centered location
¤ wait 50 miliseconds
¤ remove the main unit
¤ perserve trigger


then you have to have anouther trigger that will recenter the location as soon as the first unit is removed
Report, edit, etc...Posted by WindsofTime on 2006-02-11 at 12:17:26
QUOTE(Son) @ Feb 10 2006, 02:49 PM)
the way you are doing it if you remove the unit then the location centered on that unit will auto go to "Anywhere" (centered in the middle of the map) so what you would have to do since your doing drop ship system


Trigger
Players:
¤ W/e player belongs to
Conditions:
¤ W/E player brgs blah blah unit to blah blah location (the dropship)
¤ W/E player brgs blah blah unit to the location centered on that unit(the main unit)
Actions:
¤ Create one blah blah unit at the centered location
¤ wait 50 miliseconds
¤ remove the main unit
¤ perserve trigger


then you have to have anouther trigger that will recenter the location as soon as  the first unit is removed
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Your trigger is confusing to read with all the "blah blahs" sad.gif
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