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Staredit Network -> UMS Assistance -> Grid System
Report, edit, etc...Posted by SilentMootix on 2006-04-09 at 18:03:57
Do you guys know a way to make a grid system around a unit like a ghost?
Because i have a map where if you move a observer that is over the ghost it will blow up but i want it to move the observer with the ghost if you move the ghost...

ADDITION:
omg someone help me!
Report, edit, etc...Posted by fritfrat(U) on 2006-04-09 at 18:09:22
Um.. I don't see the necessity of a grid system here. You just want the observer to follow the ghost?

Always

Center location X on ghost owned by current player.
Order Move to location X for Observer owned by computer.
Preserve Trigger.


EDIT: If you want the observer to teleport instead of be ordered to follow, just use the "Move Unit" action instead of the "Order" action.
Report, edit, etc...Posted by SilentMootix on 2006-04-09 at 18:10:26
ya but what if i want to move the observer it will still follow the ghost and then i will never be able to blow up the observer
Report, edit, etc...Posted by fritfrat(U) on 2006-04-09 at 18:11:20
You could always have a different way of triggering the observer's death; heck, just have it so the ghost can shoot the observer, lol.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-04-09 at 19:27:38
You'll need two 1x1 locations. Let's call them A and B. A starts out centered on the ghost. If the player brings no ghost to A, but a ghost to Anywhere, center B on the ghost, move the observer to B, and then center A on the ghost. If they bring an observer to Anywhere but no observer to A, and a ghost to A, then it explodes.
Report, edit, etc...Posted by EcHo on 2006-04-10 at 20:32:25
U should ask lethal_illusion@Useast for grid system help
I would but im too lazy biggrin.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2006-04-11 at 12:39:46
QUOTE(Wing-of-no-Wing @ Apr 9 2006, 05:27 PM)
You'll need two 1x1 locations. Let's call them A and B. A starts out centered on the ghost. If the player brings no ghost to A, but a ghost to Anywhere, center B on the ghost, move the observer to B, and then center A on the ghost. If they bring an observer to Anywhere but no observer to A, and a ghost to A, then it explodes.
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Took me a while to comprehend that...

You don't need the B location however. Just have the A location and the observer center on the ghost when he walks out of A. The location and the observer will be centered at the same time so if the player ever has 0 observers at A it will be because he moved the observer while the ghost was standing still.

PS: An observer or ghost is always at anywhere so that condition is pointless.
Report, edit, etc...Posted by SilentMootix on 2006-04-11 at 20:21:29
well bolt head wing of no wing was right and you do need the "anywhere" triggers for it to work correctly... thanks wing i have finally made it work!
Report, edit, etc...Posted by (U)Bolt_Head on 2006-04-11 at 23:04:30
I suppose the anywhere condidtions check the existance of the marine. Since it could die or have not been created yet.
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