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Staredit Network -> UMS Assistance -> Moving away
Report, edit, etc...Posted by r[s]t on 2006-03-13 at 23:25:41
How do make a trigger where a unit moves away from another unit?

Lets say a marien got too close to a lurker, so the lurker moves away. I dont want the lurker to move to a specific location thought, just away...

is there a special order/ ai script that does that?

if not then does anoyne have a good grid system?
Report, edit, etc...Posted by Demaris on 2006-03-13 at 23:26:21

Extremely complicated unless you just have two units.
Report, edit, etc...Posted by HeRtZ on 2006-03-14 at 00:24:05
just have random locations around the whole map. and if a lurker gets near the locations randomize its movement
Report, edit, etc...Posted by xws on 2006-03-14 at 00:41:00
QUOTE(Demaris @ Mar 14 2006, 12:25 AM)

Extremely complicated unless you just have two units.

[right][snapback]445283[/snapback][/right]



I think it would be complicated even with just 2 units. I don't know of any good way, but here some options that will work:

Burrow lings all over for P8.
Give units near enemy to P7
if near enemy, center location near lurker on lings still owned by P8
give back lings to P8

That is basically what I did in my map smart vulture that I was working on. This gets harder if there are more than 1 unit, perhaps this is waht Demaris was referring to.


if near enemy, use junkyard ai script, not guaranteed to move away, but simple

might be some method using ad hoc unit grids but this would be complicated

hope that helps, there are probably other ways, anyone know any?
Report, edit, etc...Posted by r[s]t on 2006-03-14 at 18:36:23
can you expand on that xws?
Report, edit, etc...Posted by lll on 2006-03-14 at 18:54:08
Well it depends on how far you want the lurker in the example to move if its just a short diffence ya you could do it with grides. If you dont k grides I suggest learning them before you try this. But yea its not that hard with grids....
Report, edit, etc...Posted by Devil_O_Duce on 2006-03-14 at 19:38:45
u could have burrowed lings around the outside of the map and have switches that randomize this and preserve it and then have the switch be switched on when a unit gets within the centered location around the lurker then whenever a unit gets near it send the lurker to one of the lings and if u dont want the lurker to move towards the units then u could have multiple locations around the lurker and u can figure out where im going with this
Report, edit, etc...Posted by R0y- on 2006-03-14 at 19:39:31
What you could do is Have a location follow the lurker, and have 4 locations on each corner. When the marine goes into the location that follows the lurker...

Trigger
Conditions:
¤ Marine enters "LurkerLoc"
Actions:
¤ Order Lurker: Move to "Corner"
¤ Wait [400] (or another system, ex. death counters)
¤ Order Lurker: move to "LurkerLoc"
¤ Preserve Trigger.


The only problem is determining which corner the lurker should move to to avoid the marine.
Report, edit, etc...Posted by saibaman8 on 2006-03-14 at 19:49:20
Or just do junkyard dog on the lurker. Unless it's not owned by a computer player.
Report, edit, etc...Posted by Corbo(MM) on 2006-03-14 at 21:18:25
Or you can just have units burrowed that the player does not see and,
when the conditions are met you center one location on those units on anywhere i guess it will randomly pick one of the all of them if not it will just pick one
needs to be tested anyways ill bring back the results as soon as possible
Report, edit, etc...Posted by r[s]t on 2006-03-14 at 23:55:13
wont work corbo, it will always land on top left one
Report, edit, etc...Posted by xws on 2006-03-15 at 00:19:21
QUOTE(r[s)
t,Mar 14 2006, 07:36 PM]can you expand on that xws?
[right][snapback]445603[/snapback][/right]


Sure but which one? I listed 3 ways?
Report, edit, etc...Posted by MindArchon on 2006-03-15 at 02:57:15
There is a way

I cant remember it, its very vague, but im pretty sure Yoshi used it when making his matrix map.

It was something to the effect of giving units to player 12, then running the script "Junkyard" will immediantly make the units move towards the edge of the map.

You wait a few seconds, then give the units back to the player.

If anyone remembers this better then I do, can you please clarify it?
Report, edit, etc...Posted by r[s]t on 2006-03-15 at 16:35:59
xws

How about all 3?

Mind archon

Can you ask yoshi or try to remember?

thanks
Report, edit, etc...Posted by Corbo(MM) on 2006-03-16 at 18:42:17
QUOTE(r[s]t @ Mar 14 2006, 10:54 PM)
wont work corbo, it will always land on top left one
[right][snapback]445816[/snapback][/right]

yeah i remember how i did that once i had a burrowed ling moving through all of the locations so when the conditions are met and the ling is at X location more the lurker to that X location
Report, edit, etc...Posted by r[s]t on 2006-03-18 at 13:37:41
i still need help on this people
Report, edit, etc...Posted by BLISSARD[VdD] on 2006-03-19 at 11:11:51
I don't think there is a way to have a trigger for lurkers moving away from a unit(s)
Even so it can't be a perfect triggers, and if its not perfect then the game won't be fun.

Anyway sexybeast what kind of game you making and why you need this trigger lol
Report, edit, etc...Posted by r[s]t on 2006-03-19 at 23:41:24
my name is R[s]T.

I just want to make a microing unit
Report, edit, etc...Posted by Kyuubi. on 2006-03-20 at 02:28:43
maybe you can give it a junkyard script when the marine reaches the lurker?lurker will move randomly. i think it'll work if the marine is human controlled while the lurker is computer controlled of course
Report, edit, etc...Posted by JaFF on 2006-03-20 at 13:54:26
there is a method, when you create 9 SCI in location that follows your unit.
those 9 SCI will allways be created in (north,east,west,south & those between them) & then you center the related to those sides locations on SCI & remoove them one by one. this makes 8 locations follow 1 unit as if there were around it(N,E,W,S & those between). do this not very often, so if your unit is mooving he has time to get into the side locations.

OK, this was only theory, i never tryed it in practic happy.gif
just saw a tutorial
DL a tutorial about this system in the tutorial database. it's called "direction detection"
Report, edit, etc...Posted by Mp)7-7 on 2006-03-20 at 19:17:03
Have a location follow the marine, location labeled marine, bigger than the marine. Then set a trigger if the lurker goes into location labeled marine, set ai script for lurker at location labeled marine, as junkyard dog. I think that will work!
Report, edit, etc...Posted by JaFF on 2006-03-21 at 13:39:03
junk yard dog will not help. it can get things worse, if your unit that must run away will run to the other unit.
Report, edit, etc...Posted by Kyuubi. on 2006-03-21 at 14:30:51
i think the junkyard ai only applies to the computer players...and you can set it how and when it'll work...junkyard will make all computer men roam around since there is no setting to a specific player, just the location

well anyway, what about doing the part where you can have another unit with a loaction on it, then order the lurker to patrol?
Report, edit, etc...Posted by r[s]t on 2006-03-23 at 01:49:46
whats the method with the buried units?
Report, edit, etc...Posted by JaFF on 2006-03-26 at 10:11:15
r[s]t, i got interested in this topic & made a small map, that works not perfect, but OK pinch.gif if you want to see it, i can submit it. there is a vulture allways running away from a zealot no matter from what side the zealot comes from. so should i submit it ?
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