Staredit Network

Staredit Network -> UMS Assistance -> Mazing Units
Report, edit, etc...Posted by Mr.Sbarro on 2006-02-27 at 03:56:38
Is there an established, effective way to 'maze' units using buildings that players create? This is in relation to a turret defense map. The actual problem i'm trying to solve is how to stop units from passing through the gaps between the turrets (bunkers, missle turrets, photon cannons, and sunken/spore colonies). Maybe a location system that moves them out from the gap- but it seems like the computer would just keep charging it. Or filling in the gap with another unit?

I'm willing to experiment of course, but any direction to get me started would be much appreciated.

(thanks, by the way, for the help earlier, it didn't work out, but I eventually figured out where I was going wrong)
Report, edit, etc...Posted by HeRtZ on 2006-02-27 at 04:42:35
You can try centering a 2x2 location on your buildings, and if the enemy brings a unit to there make them start over!
Report, edit, etc...Posted by Mr.Sbarro on 2006-02-27 at 12:10:09
QUOTE(HeRtZ @ Feb 27 2006, 05:42 AM)
You can try centering a 2x2 location on your buildings, and if the enemy brings a unit to there make them start over!
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That would be fine, I wouldn't even have to send them back, just repel them from the building, but the enemy would continue to try to walk through the point.

Maybe a way to bind one building to another, like a 1X1 to the side to fill the gap?

Any help would be much appreciated.
Report, edit, etc...Posted by PCFredZ on 2006-02-27 at 12:56:36
Let the players buy Heroes and stuff em between the gaps.
Report, edit, etc...Posted by Mr.Sbarro on 2006-02-27 at 14:01:45
Okay, i've tried Vulture Mines to fill the gaps, and they work great. I just need to know how I would bind then to the side of a defensive structure, and how to keep them from burrowing. I've tried setting them to disable their doodad state (and preserved the trigger) and that didn't work out. I also need to be able to stack them on the structure in game.

Looks like this-

user posted image

Any help is appreciated.
Report, edit, etc...Posted by Kenoli on 2006-02-27 at 14:27:15
Neutral spider mines don't burrow.
Report, edit, etc...Posted by Mr.Sbarro on 2006-02-27 at 22:35:10
QUOTE(Kenoli @ Feb 27 2006, 03:27 PM)
Neutral spider mines don't burrow.
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Neutral as in... like a player? I tried setting it to player 12, didn't work. Can you elaborate?

Thank you.
Report, edit, etc...Posted by A_of_s_t on 2006-02-27 at 23:06:39
Make, in this case P8 (or something), to netraul and there yeah go. I think if u give all spider mines to P8, then they may unborrow...
Report, edit, etc...Posted by Mr.Sbarro on 2006-02-27 at 23:18:40
QUOTE(A_of_s_t @ Feb 28 2006, 12:06 AM)
Make, in this case P8 (or something), to netraul and there yeah go.  I think if u give all spider mines to P8, then they may unborrow...
[right][snapback]436157[/snapback][/right]


Thank you! That worked perfectly. Now I just need something to bind I to the side of the defense structures, or to create the mine in that place when it's built.

Any ideas?
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