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Staredit Network -> UMS Assistance -> Crazy idea
Report, edit, etc...Posted by DarkGangur07 on 2006-07-09 at 09:23:42
ok i have a crazy question...

i want to make a map where u have one guy (lets SAY a FIREBAT) ok and you want to make a trigger where that NO MATTER where the Firebat is, You can use a trigger to change him into another Unit without changing HIS LOCATION.

IS this possible???

Well please help if you have the answer helpsmilie.gif
Report, edit, etc...Posted by fatimid08 on 2006-07-09 at 09:37:52
If the current player has only one Firebat, you could do :

Trigger
Players:
¤ CurrentPlayer
Conditions:
¤ Unit Change Condition
Actions:
¤ Center Location "The Location" on Firebat owned by CurrentPlayer At Anywhere
¤ Remove the Firebat at "The Location"
¤ Create the new unit at "The Location" for CurrentPlayer


This is the only way I can see
Report, edit, etc...Posted by DarkGangur07 on 2006-07-09 at 09:41:23
QUOTE(fatimid08 @ Jul 9 2006, 08:37 AM)
If the current player has only one Firebat, you could do :




Trigger
Players:
¤ CurrentPlayer
Conditions:
¤ Unit Change Condition
Actions:
¤ Center Location "The Location" on Firebat owned by CurrentPlayer At Anywhere
¤ Remove the Firebat at "The Location"
¤ Create the new unit at "The Location" for CurrentPlayer


This is the only way I can see
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Which editor can do this?
Report, edit, etc...Posted by HackOrDie on 2006-07-09 at 09:56:15
any.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-07-09 at 11:05:39
This isn't such a crazy idea. It's been done before...
Report, edit, etc...Posted by fritfrat(U) on 2006-07-09 at 14:24:05
It'd be a crazy idea for him if he has never seen it done before. We're just all used to it.

Replacing the unit only works if there is only 1 instance of the unit owned by the player in the location selected. You could utilize heroes, however, to make it more unique..
Report, edit, etc...Posted by KinG_JaKe on 2006-07-09 at 15:32:58
If the player only has one guy wouldn't it be smarter to center the location on all men for player w/e Then when you change guys it will still be over that main guy.
Report, edit, etc...Posted by LazyCoder on 2006-07-10 at 12:41:21
QUOTE
If the player only has one guy wouldn't it be smarter to center the location on all men for player w/e Then when you change guys it will still be over that main guy.


Telling it to place it over all the men, if they only had one, would give you the same results.

No, you can replace multiple instances of units. closedeyes.gif

You need hyper triggers.

Trigger
Players:
¤ player you want it to replace the unit for
Conditions:
¤ (player) commands at least 1 (unit you want to replace)
Actions:
¤ center location labeled 'replace unit' over (unit to replace) owned by (player) at 'anywhere' (or wherever you want the unit to be replaced)
¤ remove 1 (unit to be replaced) for (player) at location 'replace unit'
¤ create 1 (unit to replace with) at location 'replace unit' for (player)
¤ preserve trigger



then, if you want it to go even faster, copy that trigger, and change the '1' in the condition to '2' IN THE COPY. If you copy it again, change it to a '3', and so on. If you don't, you will get a bunch of units placed in the center of the map.


All you need hyper triggers for is to make it go fast and almost unnoticeable.
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-10 at 21:08:32
Yes, but you can't specifically single one firebat out of a group with triggers unless it happens to be in the (bottom and top-most I think) position (left first, then bottom)
Report, edit, etc...Posted by yoni45 on 2006-07-11 at 03:23:01
QUOTE(DT_Battlekruser @ Jul 10 2006, 07:08 PM)
Yes, but you can't specifically single one firebat out of a group with triggers unless it happens to be in the (left and top-most I think) position (left first, then top)
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I'm fairly sure its actually bottom-left actually tongue.gif

(it is for centering locations anyway happy.gif)
Report, edit, etc...Posted by DT_Battlekruser on 2006-07-11 at 03:24:20
It probably is (edited). It's been a while since I've actually made a map.
Report, edit, etc...Posted by L-inspecteur_Chocolat on 2006-07-11 at 18:27:15
It goes from left to right. The decision on which unit to choose vertically depends on which unit slot it occupies. I've tested this before, there is no "bottom to top" or "top to bottom".

You can single out one unit out of an entire group by using an advanced grid system.
Either that, or another innovative system.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-12 at 01:02:09
can you elaborate on the 'bottom/top to top/bottom' phenonemom. you said it depends on the unit slot, but you didn't mention specifics.
Report, edit, etc...Posted by L-inspecteur_Chocolat on 2006-07-12 at 16:40:21
Unit slot refers to the order the units were placed. Some people think triggers choose the bottom left unit in a perfect grid of units, and others believe it is the top left unit that is chosen first. This relates to a group of the same unit, ex: Marine. If you place marines alligned to the grid, let's say, 5, in a vertical line, and you run a trigger action to give a marine owned by the previous player to a new player, it will depend on the order you placed the marines.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-12 at 17:17:46
i know that, but how does it depend on the order? does start giving from the unit with the highest number or the lowest.
Report, edit, etc...Posted by Kenoli on 2006-07-13 at 01:12:35
QUOTE(Zeratul_101)
does start giving from the unit with the highest number or the lowest.
The triggers go for high-numbered units first.

QUOTE(L-inspecteur_Chocolat)
It goes from left to right. The decision on which unit to choose vertically depends on which unit slot it occupies. I've tested this before, there is no "bottom to top" or "top to bottom".
The "bottom to top" order is caused by the way classic StarEdit/X-Tra edit handles unit slots.
The order that you place units in dosen't matter at all, it reassigns them all from top to bottom. The top-left most units will have low units slot IDs, the further down on the map you go, the higher the slot numbers.
So, when you try to do something to a long vertical line of units, it always goes from bottom to top.

If you use Scmdraft2, this dosen't happen. It preserves the slot numbers of units. The first unit you place on the map will be in the first unit slot and it will stay there.
Report, edit, etc...Posted by Zeratul_101 on 2006-07-13 at 09:49:22
QUOTE(Kenoli @ Jul 12 2006, 11:12 PM)
QUOTE(L-inspecteur_Chocolat)
It goes from left to right. The decision on which unit to choose vertically depends on which unit slot it occupies. I've tested this before, there is no "bottom to top" or "top to bottom".
The "bottom to top" order is caused by the way classic StarEdit/X-Tra edit handles unit slots.
The order that you place units in dosen't matter at all, it reassigns them all from top to bottom. The top-left most units will have low units slot IDs, the further down on the map you go, the higher the slot numbers.
So, when you try to do something to a long vertical line of units, it always goes from bottom to top.

If you use Scmdraft2, this dosen't happen. It preserves the slot numbers of units. The first unit you place on the map will be in the first unit slot and it will stay there.
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what if you placed the units using SCMD2, then switched to SE. do the unit numbers get modified? if so, would they be remodified back to their original slots if reopened with SCMD2
Report, edit, etc...Posted by Kenoli on 2006-07-13 at 12:19:33
QUOTE(Zeratul_101)
what if you placed the units using SCMD2, then switched to SE. do the unit numbers get modified?
Yes.
QUOTE(Zeratul_101)
if so, would they be remodified back to their original slots if reopened with SCMD2
No.
Report, edit, etc...Posted by -bilal92- on 2006-07-13 at 14:18:41
Trigger
Players:
¤ Current Player
Conditions:
¤ (player)What ever your condition is(can be many)
Actions:
¤ center location labeled 'remove unit' over (unit to replace) owned by (player) at 'wholemap' (or wherever you want the unit to be replaced)
¤ remove 1 (firebat) for current player at location 'remove unit'
¤ create 1 (unit to replace) at location 'remove unit' for (player)
¤ preserve trigger


and do hyper triggers too. itll make the process way faster.
or u can just do,

Trigger
Players:
¤  Current Player
Conditions:
¤ Always
Actions:
¤  Center Location Labelled 'Center View On firebat' move over Firebat owned by current player
¤ Preserve Trigger



for this one have like a switch or something, bring at least 1 any uinit to location Switch ex:
Trigger
Players:
¤  Current Player
Conditions:
¤ Switch Is 'Set'
Actions:
¤ Create 1 (Marine)-can be any unit- at location remove firebat
¤ Remove 1 Firebat for current player at location remove firebat
¤ Preserve Trigger




ADDITION:
o yea, and its not crazy becasue its been done in many many many many MANY rpgs.
Report, edit, etc...Posted by DarkGangur07 on 2006-07-13 at 18:14:52
QUOTE(Zeratul_101 @ Jul 12 2006, 04:17 PM)
i know that, but how does it depend on the order? does start giving from the unit with the highest number or the lowest.
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um guys what does this have to do with anything??
stay on topic!
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