Staredit Network

Staredit Network -> UMS Assistance -> Bunker Defense 2
Report, edit, etc...Posted by empty on 2006-06-16 at 18:08:03
QUOTE
Bring(CurrentPlayer, AtLeast, 1, Constructing..., Anywhere);
MoveLocation(p1bunker, Constructing..., CurrentPlayer, Anywhere);
RemoveUnitAtLocation(1, Constructing..., CurrentPlayer, p1bunker);
MoveUnit(All, SCV, CurrentPlayer, Anywhere, p1scvmove);
CreateUnit(1, Tower, p1bunker, CurrentPlayer);
CreateUnit(1, Machine Gun, p1bunker, CurrentPlayer);
CreateUnit(1, Shotgun, p1bunker, CurrentPlayer);
CreateUnit(1, Flamethrower, p1bunker, CurrentPlayer);
RunAIScriptAt(Enter Closest Bunker, p1bunker);
Wait(600);
RemoveUnitAtLocation(1, Matt's House, P1, p1norad);
MoveUnit(1, Tower, CurrentPlayer, Anywhere, p1norad);
SetDoodadState(Disable, Tower, CurrentPlayer, p1norad);
Wait(600);
MoveUnit(All, SCV, CurrentPlayer, Anywhere, p1bunker);
Comment("p1depot-bunk");
PreserveTrigger();

The first bunker works, but then everthing after that doesn't move under the norad.
QUOTE
Bring(CurrentPlayer, AtLeast, 1, Constructing..., Anywhere);
MoveLocation(p2bunker, Constructing..., CurrentPlayer, Anywhere);
RemoveUnitAtLocation(1, Constructing..., CurrentPlayer, p2bunker);
MoveUnit(All, SCV, CurrentPlayer, Anywhere, p2scvmove);
CreateUnit(1, Tower, p2bunker, CurrentPlayer);
CreateUnit(1, Machine Gun, p2bunker, CurrentPlayer);
CreateUnit(1, Shotgun, p2bunker, CurrentPlayer);
CreateUnit(1, Flamethrower, p2bunker, CurrentPlayer);
RunAIScriptAt(Enter Closest Bunker, p2bunker);
Wait(600);
RemoveUnitAtLocation(1, Matt's House, P2, p2norad);
MoveUnit(1, Tower, CurrentPlayer, Anywhere, p2norad);
SetDoodadState(Disable, Tower, CurrentPlayer, p2norad);
Wait(600);
MoveUnit(All, SCV, CurrentPlayer, Anywhere, p2bunker);
Comment("p2depot-bunk");
PreserveTrigger();

Works perfectly.
QUOTE
Bring(CurrentPlayer, AtLeast, 1, Constructing..., Anywhere);
MoveLocation(p3bunker, Constructing..., CurrentPlayer, Anywhere);
RemoveUnitAtLocation(1, Constructing..., CurrentPlayer, p3bunker);
MoveUnit(All, SCV, CurrentPlayer, Anywhere, p3scvmove);
CreateUnit(1, Tower, p3bunker, CurrentPlayer);
CreateUnit(1, Machine Gun, p3bunker, CurrentPlayer);
CreateUnit(1, Shotgun, p3bunker, CurrentPlayer);
CreateUnit(1, Flamethrower, p3bunker, CurrentPlayer);
RunAIScriptAt(Enter Closest Bunker, p3bunker);
Wait(600);
RemoveUnitAtLocation(1, Matt's House, P3, p3norad);
MoveUnit(1, Tower, CurrentPlayer, Anywhere, p3norad);
SetDoodadState(Disable, Tower, CurrentPlayer, p3norad);
Wait(600);
MoveUnit(All, SCV, CurrentPlayer, Anywhere, p3bunker);
Comment("p3depot-bunk");
PreserveTrigger();

Same as the first one.
QUOTE
Bring(CurrentPlayer, AtLeast, 1, Constructing..., Anywhere);
MoveLocation(p4bunker, Constructing..., CurrentPlayer, Anywhere);
RemoveUnitAtLocation(1, Constructing..., CurrentPlayer, p4bunker);
MoveUnit(All, SCV, CurrentPlayer, Anywhere, p4scvmove);
CreateUnit(1, Tower, p4bunker, CurrentPlayer);
CreateUnit(1, Machine Gun, p4bunker, CurrentPlayer);
CreateUnit(1, Shotgun, p4bunker, CurrentPlayer);
CreateUnit(1, Flamethrower, p4bunker, CurrentPlayer);
RunAIScriptAt(Enter Closest Bunker, p4bunker);
Wait(600);
RemoveUnitAtLocation(1, Matt's House, P4, p4norad);
MoveUnit(1, Tower, CurrentPlayer, Anywhere, p4norad);
SetDoodadState(Disable, Tower, CurrentPlayer, p4norad);
Wait(600);
MoveUnit(All, SCV, CurrentPlayer, Anywhere, p4bunker);
Comment("p4depot-bunk");
PreserveTrigger();

The SCV stays at the "p4scvmove" location spot. The bunker doesn't move under the norad either.


They all look like the same trigger to me. Can you guys find my mistakes?
Report, edit, etc...Posted by Noober on 2006-06-16 at 18:35:37
Well, they all look the same to me, too. Question though, why do you need another wait between the disabling bunk and moving SCV? It isn't necessary. Did you check to make sure that all of the bunker locations are the same size, and that there are stacked norads for each player? Why don't you just use a universal SCV place? Or universal stacked norads?
Report, edit, etc...Posted by empty on 2006-06-16 at 19:08:49
QUOTE(Noober @ Jun 16 2006, 04:35 PM)
Well, they all look the same to me, too.[right][snapback]507824[/snapback][/right]
Damnit, I was afraid you were gonna say that.

QUOTE(Noober @ Jun 16 2006, 04:35 PM)
Question though, why do you need another wait between the disabling bunk and moving SCV? It isn't necessary.[right][snapback]507824[/snapback][/right]
Well, When building in isometrical corners, the scv would come back a little early causing a firebat, marine, or ghost to get left out of the bunker.
QUOTE(Noober @ Jun 16 2006, 04:35 PM)
Did you check to make sure that all of the bunker locations are the same size, and that there are stacked norads for each player? [right][snapback]507824[/snapback][/right]
Yes.
QUOTE(Noober @ Jun 16 2006, 04:35 PM)
Why don't you just use a universal SCV place? Or universal stacked norads?
[right][snapback]507824[/snapback][/right]
Truthfully, I dunno. It just looked better to have everyone have their own little thing. But I'll go try that right now.

Update: I went and tried giving the universal norad and scv places, but the exact same things happened. Wtf is going on!?
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-06-18 at 09:50:40
When you say the same things happened, do you mean that only the fourth doesn't work, or they ALL don't work?
Report, edit, etc...Posted by Shocko on 2006-06-18 at 10:48:54
if ur using "universal locations" then why would u even need 4 triggers?? everytime i do it i do it with 3 locations and it works for all players

Players
p1 2 3 4

Conditions
current player brings atleast 1 supply depot to anywhere

Actions
move location Bunker on supply depot
remove unit supply depot at bunker
move SCV at bunker to SCVHome
create 1 bunker at Bunker
create 1 ghost at bunker
create 1 firebat at bunker
create 1 marine at bunker
set doodad state disable bunker
remove 1 Norad at Norads
move bunker at bunker to Norads
move SCV at SCV Home to Bunker
Preserve Trigger
Comment

Locations are underlined
Units are italic

all the locations and units can be adjusted to w.e u want
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