Staredit Network

Staredit Network -> UMS Assistance -> walks to transport/does not stay in
Report, edit, etc...Posted by biteme9080 on 2006-04-04 at 20:51:55
i am making this game where you have to kill this guy, and if the timer runs out he gets in a transport ship and flies away, but the problems are that 1st he doesn't wait for the transprort he walks over and meets it half way, 2nd when he gets in he doesn't even stay in for a full second and he gets out. i dont know what to do, can some one help?

the following are the triggers[chain of triggers] that are supposed to lead to defeat:

CONDITION
-always
ACTION
-modify the countdown timer: set to 505 seconds.

CONDITION
-countdown timer is at least 7 game seconds.
ACTION
-issue order to all any unit owned by player 7 at dropship: move to target

CONDITION
-countdown timer is at least 4 game seconds.
ACTION
-execute AI script at target

CONDITION
-countdown timer is at lest 2 game seconds.
ACTION
-issue order to all terran dropship owned by player 7 at target move to dropship

CONDITION
-Foes bring at least 1 terran dropship to dropship
-countdown timer is at most 4 seconds
ACTION
-end scenario in defeat for current player


'target' is the location where the civ is
'dropship' is where the dropship starts out



Report, edit, etc...Posted by Corbo(MM) on 2006-04-05 at 00:21:29
Your problem is that it doesn't wait for the transport you say, ok then you don't have to make a whole "move" trigger for it
Make the transport move to the location where the unit is now when it arrives use the BRING condition to execute the script that makes the dropship load the unit

And also you don't need to double post
Report, edit, etc...Posted by Kyuubi. on 2006-04-05 at 01:05:29
ias said before acive computer transports will act wierd when you run ai script on the transport...i don't really need to repeat,i posted a few answers and methods in your other thread...
Report, edit, etc...Posted by biteme9080 on 2006-04-05 at 14:35:08
QUOTE(Corbo(MM) @ Apr 4 2006, 10:21 PM)
Your problem is that it doesn't wait for the transport you say, ok then you don't have to make a whole "move" trigger for it
Make the transport move to the location where the unit is now when it arrives use the BRING condition to execute the script that makes the dropship load the unit

And also you don't need to double post

[right][snapback]459608[/snapback][/right]

ok
1st - i want the target not to move, i want the transport to do all the work,
2nd - i didn't mean to double post, it didn't show up, so i thought it didn't work the first time
Report, edit, etc...Posted by Corbo(MM) on 2006-04-05 at 19:43:40
QUOTE(biteme9080 @ Apr 5 2006, 12:34 PM)
ok
1st - i want the target not to move, i want the transport to do all the work,
2nd - i didn't mean to double post, it didn't show up, so i thought it didn't work the first time
[right][snapback]459776[/snapback][/right]

God....Read
QUOTE
Make the transport move to the location where the unit is

i repeat, make the transport move to the location, the unit doesn't have to move at all for no reason, after that
QUOTE
use the BRING condition to execute the script that makes the dropship load the unit

that means that you make a trigger with a bring say, condition: bring, action = run AI script enter transport so when the dropship arrives to the location the trigger is fired and the unit enters
Report, edit, etc...Posted by biteme9080 on 2006-04-19 at 14:06:46
QUOTE(Corbo(MM) @ Apr 5 2006, 05:43 PM)
God....Read

i repeat, make the transport move to the location, the unit doesn't have to move at all for no reason, after that

that means that you make a trigger with a bring say, condition: bring, action = run AI script enter transport so when the dropship arrives to the location the trigger is fired and the unit enters
[right][snapback]460043[/snapback][/right]


i did this but the guy gets in and then gets back out
Report, edit, etc...Posted by Kyuubi. on 2006-04-19 at 14:19:00
QUOTE(biteme9080 @ Apr 19 2006, 10:06 AM)
i did this but the guy gets in and then gets back out
[right][snapback]468536[/snapback][/right]

you should read back to my post on the computer controlled dropship and their ai.
acive computer transports will act wierd when given the ai script to execute on the transport. if you give it to a neutral player that will solve the problem on the dropship going wierd and letting it back out again.
neutral players won't do anything else but obey the triggers given and not interfere with anything..
computer players has their own ai to follow and sometimes interfere what you want it intentionally to do..
Report, edit, etc...Posted by biteme9080 on 2006-05-05 at 13:33:36
QUOTE(SlyShadow @ Apr 19 2006, 12:18 PM)
you should read back to my post on the computer controlled dropship and their ai.
acive computer transports will act wierd when given the ai script to execute on the transport. if you give it to a neutral player that will solve the problem on the dropship going wierd and letting it back out again.
neutral players won't do anything else but obey the triggers given and not interfere with anything..
computer players has their own ai to follow and sometimes interfere what you want it intentionally to do..
[right][snapback]468543[/snapback][/right]



ty that solved the problem
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