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Staredit Network -> UMS Assistance -> Dune Buggy
Report, edit, etc...Posted by Falkoner on 2006-05-14 at 21:42:56
OKay, I have most of this down so far, but I'm wondering about one lil part, I want to make a Tank that you can ride in, and when it dies a nuke appears where it was and flies to the top (like an escape pod),the locations are Buggy*-location following the car-,Buggy-Location that is the "inside of the tank"-, Shop1 Buggy-LOcation where you buy tank-, Shop1 Entrance-entrance to place where you buy the buggy-, Top-Top of the map where nukes should go-, and Shop1 Spawn-Place where shop spawns units-, here's the triggers, tell me if there is any problems:

Trigger
Description:
Buggy
Players:
¤ Player 1
Conditions:
¤ If Player 1 brings 1 men to "shop1 buggy"
¤ Player 1 commands exactly 0 Buggies
¤ Player 1 has at least 70 minerals
Actions:
¤ Create 1 Buggy at "Shop1 Spawn" for Player 1
¤ Display text message "You just bought a Dune Buggy, put your men next to it to get them inside, and park it (put it in seige mode) to get all men out.
¤ remove 70 minerals from Player 1
¤ Preserve Trigger
¤ Move all men for Player 1 at "Shop1 Buggy" to "Shop1 Entrance"


Trigger
Description:
No description, I'm lazy
Players:
¤ Player1
Conditions:
¤ Player1 commands exactly1 Dune Buggy
Actions:
¤ Center location "Buggy*" on player1's Buggy
¤ Preserver Trigger


Trigger
Description:
...
Players:
¤ Player1
Conditions:
¤ Player one commands one Parked Buggy
Actions:
¤ Center Location "Buggy*" on player1's Parked Buggy
¤ Preserve Trigger


Trigger
Description:
!!!
Players:
¤ P1
Conditions:
¤ P1 brings at least 1 (all units used in my map except the buggy) to "Buggy*"
Actions:
¤ move (all men used in my map except buggy) to "Buggy"
¤ Preserve trigger


Trigger
Description:
grrr
Players:
¤ P1
Conditions:
¤ P1 brings at least 1 Parked Buggy to "Buggy*"
Actions:
¤ move all men at "buggy" to "Buggy*"
¤ Preserve Trigger


Trigger
Description:
Meh...
Players:
¤ P1
Conditions:
¤ P1 commands 0 Nukes
¤ P7 kills at least 1 Buggy
¤ P1 commands 0 buggies/parked buggies
¤ P1 brings at least 1 men to "Buggy"
Actions:
¤ Create one nuke for P1 at "Buggy*"
¤ Run AI Script to walk all Nukes owned by any player anywhere to "top"
¤ Preserve Trigger


Trigger
Description:
Time to finish
Players:
¤ P1
Conditions:
¤ P1 brings 1 Nuke to "top"
Actions:
¤ Move all men at "buggy" to "Shop1 Spawn"
¤ Preserve Trigger


Whew, that was alot, so, tell me if you see any errors or if I could do anything in a simpler fashion, thx!
Report, edit, etc...Posted by EcHo on 2006-05-14 at 21:51:42
First I noticed there was too much Commands conditions triggers

anyways before that did u even check the trigger, trying is the first thing to do
ur last resort = sen ^ ^
Report, edit, etc...Posted by Falkoner on 2006-05-14 at 21:53:25
Lol, srry, I didn't want to do it yet, wanted to make sure bfore so I don't waste time, I've done that alot with this map.
Report, edit, etc...Posted by EcHo on 2006-05-14 at 21:55:54
well other than that it seems good so go try it
If it dont work break up the triggers and use switches
Report, edit, etc...Posted by Falkoner on 2006-05-14 at 21:58:31
K, cool, I sure hope it works the first time, I'm still reading the tutorials on switches, they kinda confusing for me at the moment
Report, edit, etc...Posted by EcHo on 2006-05-14 at 22:01:24
its pretty easy
heres an example
There is 3 switches lets say
When switch 3 is off and you buy a marine switch 1 is on
When switch 1 is on and u have a marine, u remove the marine and create a ling and switch 1 is off, when switch 1 is off switch 2 is turned on and the ling is removed and a zealot is created and then switch 2 is turned off. When switch 2 is turned off the zealot is removed and a goon is created and switch 3 is on. When Switch 3 is on u remove the goon and turn off switch 3 so its a cycle
Report, edit, etc...Posted by Falkoner on 2006-05-14 at 22:38:02
Cool, I get it now, pretty simple, I'm busy adding in all the Buggy triggers right now, but I'll keep checking up on this
Report, edit, etc...Posted by EcHo on 2006-05-14 at 22:40:51
well check on it after u post a question
Report, edit, etc...Posted by Falkoner on 2006-05-16 at 04:33:34
Okay, I'm quite slow so I haven't tested this out yet, but won't the buggy* location be moved to some random place once the buggy dies? Can I get a lil help? should I use hyper Triggers and then makesure that the centering trigger is below the escape pod one?
Report, edit, etc...Posted by (U)Bolt_Head on 2006-05-16 at 05:12:02
Trigger 1: Buggy
- If each player has a their own buggy then this you should make this trigger for all those players and use current player instead of player 1. This will save you time however it assumes all the players would buy their buggy at the same place.

Trigger 4: !!!
- “All units in my map except the buggy” isn’t a field name. If you can have different units like for weapons or something then you should use “bring at least 2 men” instead of making a copy of the trigger for each player. Then for the action you could ither give the tank to another player first or move all men to ‘buggy’ then move the tank back to ‘buggy*’.

Trigger 5: grrr
- This trigger contradicts your previous trigger. If you move the men to the ‘buggy*’ location then they will just be teleported back to the inside by the “!!!” trigger, then back outside for an endless loop.

Add a condition to this trigger “switch 1 is clear”, add the action “set switch 1”. Then add another trigger so that if switch 1 is set and P1 brings exactly 0 (non tank) to Buggy* clear the switch and preserve.

Trigger 6: Meh…
I don’t think you need the condition “P7 kills at least one Buggy”. We know it is dead because you don’t own any and you have a guy in the buggy. If I’m misinterpreting your map then you still need to change the trigger. Because kills cannot be subtracted so after it happens once, player 7 will always maintain that kill rendering that condition useless. Instead you should say “Player 1 suffers at least one death of tank” for the only condition. And in the actions set player 1’s deaths back to 0.
PS. I assume you know you need two different AIs to move the nuke. Also you can’t create nukes because they are extended units. However you might be able to preplace it on the map and move (aka teleport it) to the location where the tank is.

Trigger 7: Time to finish
Uhh if the nuke reached the top doesn’t that mean your buggy was killed? So what are you moving?


QUOTE(Falkoner @ May 16 2006, 03:33 AM)
Okay, I'm quite slow so I haven't tested this out yet, but won't the buggy* location be moved to some random place once the buggy dies? Can I get a lil help? should I use hyper Triggers and then makesure that the centering trigger is below the escape pod one?
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No that is one of the few things you did near flawlessly. After the buggy is killed the triggers that move the location will not longer have their conditions met so the location will not be moved to a seemingly random place

Hyper triggers aren't needed unless you want them for quicker responces. The trigger order between your escape pod trigger and your centering triggers does not make a differance.
Report, edit, etc...Posted by Falkoner on 2006-05-16 at 19:59:36
Okay, most of yours were helpful but...., one, the trigger 5, it isnt true, because I didn't say that they go inside when a PARKED buggy is there, just when it is UNPARKED, also, when I said "All units in my map except Tank" I wasn't THAT stupid, I set it up so it said move Gold Miner, Move Hunting Dog, and so on, I just couldn't have All men, or it would move the tank inside itself, then at the end my answer is that I am transporting units that USED to be inside the Buggy in an escape pod back to the village, other than that I found the rest of your info very good, and I plan on improving my map using that, so Thank you.

P.S. Okay, I just tested it, and nukes are kinda like Dark swarms, They cannot be moved, they can be ordered, they cannot be created, and they can change players, so nukes won't work, I know how I'll do it, but does anyone have any unit that would be a good 'escape pod'?
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