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Staredit Network -> UMS Assistance -> transport trigger
Report, edit, etc...Posted by biteme9080 on 2006-04-04 at 21:11:08
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 XMercury on 2006-04-04 at 22:49:31
omg you've had all these views but no comments! looks like you've scared people away with all those useless triggers.

the triggers you have used are unreliable in my opinion, as your conditions are weak.

try this...

---Trigger 1---
CONDITION:
Always
ACTION:
Set Countdown Timer to 505 seconds

---Trigger 2---
CONDITION:
Countdown Timer is at most 7 game seconds
ACTION:
Issue order to all any unit owned by current player at "dropship". Move to "Target".

---Trigger 3---
CONDITION:
Always
ACTION:
Execute AI Script at target
Preserve trigger

---Trigger 4---
CONDITION:
Countdown Timer is at most 2 game seconds
ACTION:
Issue order to all terran dropship owned by current player at "dropship". Move to "target". (Get the ground unit and dropship to meet at the same place!)

---Trigger 5---
CONDITION:
Current player brings at least 1 dropship to "target"
Current player brings at most 0 ground unit to "target ground" (Make a copy of the "target" location layer, but change the name to "target ground" and change the properties of the location layer, so that it covers ground units only)
ACTION:
Issue order to all any unit owned by current player at "target". Move to "dropship".

---Trigger 6---
CONDITION:
Current player brings at least 1 dropship to "dropship"
ACTION:
End Scenario in defeat for current player

NOTE: Throw in a few centerview triggers to make the player aware the reason for defeat. I'm sure you are already onto it.

If you need any more advice, message me. I'm always happy to help.
Report, edit, etc...Posted by Kyuubi. on 2006-04-04 at 23:44:05
also, be sure the ai script is set to the player thats supposed to pick up the unit.
you can trigger the dropship to appear when the time is up and issue order it follow/move to the unit, when it reaches then run the ai script at location.

well for your 2nd point, id assume your using an active computer controlling it. as kind of said before, the computer ai goes wierd with transport things.
if you set or have a computer neutral player, the unit will stay in the transport when you trigger/tell it to.
Report, edit, etc...Posted by biteme9080 on 2006-04-05 at 15:00:19
QUOTE(XMercury @ Apr 4 2006, 08:49 PM)
omg you've had all these views but no comments! looks like you've scared people away with all those useless triggers.

the triggers you have used are unreliable in my opinion, as your conditions are weak.

try this...

---Trigger 1---
CONDITION:
Always
ACTION:
Set Countdown Timer to 505 seconds

---Trigger 2---
CONDITION:
Countdown Timer is at most 7 game seconds
ACTION:
Issue order to all any unit owned by current player at "dropship". Move to "Target".

---Trigger 3---
CONDITION:
Always
ACTION:
Execute AI Script at target
Preserve trigger

---Trigger 4---
CONDITION:
Countdown Timer is at most 2 game seconds
ACTION:
Issue order to all terran dropship owned by current player at "dropship". Move to "target". (Get the ground unit and dropship to meet at the same place!)

---Trigger 5---
CONDITION:
Current player brings at least 1 dropship to "target"
Current player brings at most 0 ground unit to "target ground" (Make a copy of the "target" location layer, but change the name to "target ground" and change the properties of the location layer, so that it covers ground units only)
ACTION:
Issue order to all any unit owned by current player at "target". Move to "dropship".

---Trigger 6---
CONDITION:
Current player brings at least 1 dropship to "dropship"
ACTION:
End Scenario in defeat for current player

NOTE: Throw in a few centerview triggers to make the player aware the reason for defeat. I'm sure you are already onto it.

If you need any more advice, message me. I'm always happy to help.
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i tried this and u started out and it sayed defeat
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