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Staredit Network -> UMS Assistance -> Another problem, this time - bunker disabling
Report, edit, etc...Posted by Saox on 2006-05-12 at 03:31:45
As in the title. How does a trigger to disable bunkers look like?

The players will get one SCV and depending on what type of building he'll make, the player should get one bunker with:
1 rine, 1 firebat or with 1 ghost.

The trigger I did looks way too complicated I think, and it works only for one bunker, the secound one won't be disabled.

Could you please paste me the trigger I need to do this?
Report, edit, etc...Posted by (U)Bolt_Head on 2006-05-12 at 03:38:39
To disable multple bunkers you need to

A. Move the bunker some where else, or change its player when your done.
or
B. Have a location follow your SCV that disables the bunker.

If you try to disable bunkers at location {Anywhere} then it will only disable the leftmost bunker. Same is true with all other buildings and units.
Report, edit, etc...Posted by Falkoner on 2006-05-12 at 05:38:39
Ya, but don't you put 'disable anywhere' if you want it so people can do the trick to get guys out of the bunker?
Report, edit, etc...Posted by HG-sweetstuf101 on 2006-05-12 at 07:12:07
ok i no how to do this i am doing this on my map as well. ok

first start out by making a square off the map on the side away from averything surround it with water
then put a location on it like scv move to.
and also create a 2hieght 3 width location called bunker disable
then the trigger is:

Condition:
(player)brings 1 (building) to anywhere.
(player)comands 0 protoss observer.

Action:
move all scv owned by (player) at anywhere to scv move to.
center location (the 2by3)on all (building)ownd by (player)
remove all (building) ownd by (player) at (2x3)
create 1 bunker ant 2x3
create untis
run al script enter closest bunker at 2x3
wait 400 ms
set dodad state disable all bunkers at 2x3
move all scv at scv move to to 2x3

and thats it

ADDITION:
first start out by making a square off the map on the side away from averything surround it with water
then put a location on it like scv move to.
and also create a 2hieght 3 width location called bunker disable
then the trigger is:

Condition:
(player)brings 1 (building) to anywhere.
(player)comands 0 protoss observer.

Action:
move all scv owned by (player) at anywhere to scv move to.
center location (the 2by3)on all (building)ownd by (player)
remove all (building) ownd by (player) at (2x3)
create 1 bunker ant 2x3
create untis
run al script enter closest bunker at 2x3
wait 400 ms
set dodad state disable all bunkers at 2x3
move all scv at scv move to to 2x3

and thats it
Report, edit, etc...Posted by sharf on 2006-05-12 at 07:27:26
ive done this trig alot ive even made cyber cores shoot like bunkers! if ya want to know how to do that pm me anyway

3 simple triggs
3 simple locations:build,load,scv
build is 1high by 2 longs
load is 3high by 4 long and scv is w/e size u want

trig1
Trigger
Players:
¤ Player1
Conditions:
¤ P1 bring atleast 1 supplie depot to anywhere
Actions:
¤ move scv at anywhere to scv(on a spot of terrain that they cant leave)
¤ center location build on bunker for p1 at anywhere
¤ preserve trigger

trig2
Trigger
Players:
¤ Player1
Conditions:
¤ Bring 1 supply depot to build
Actions:
¤ remove 1 supply depot at build for p1
¤ create 1 bunker at build
¤ center location load on bunker owned by p1
¤ create units at load
¤ run ai script enter nearest bunker at load
¤ preserve trigger

trig3(final)
Trigger
Players:
¤ Player1
Conditions:
¤ bring exactly/atleast (amount) of (unit) to build
Actions:
¤ disable doodad state for bunker at build
¤ move scv at scv to load
¤ preserve trigger

now the reason the load location is so small is because if it was bigger you could have units outside the bunker and it gets disabled having it so small makse it so they have to be in the bunker to disable itany questions? pm me or post here


Report, edit, etc...Posted by Hurricane on 2006-05-12 at 12:28:45
I have an additional question for this topic:

If you decide you want to disable multiple buildings that ARE LIFTED (such as barracks or engineering bays) by using the scv-move-to idea, is there anyway (if you make it so that all the buildings are cloaked) that you can get rid of that pesky shadow it casts upon the ground? Probably not possible, but I thought it was worth asking ermm.gif
Report, edit, etc...Posted by Saox on 2006-05-12 at 12:49:42
Thank you very much for your help guys, the problem have been sold thanks to you!
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