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Staredit Network -> UMS Assistance -> Stacking bunkers (disabled)
Report, edit, etc...Posted by Totte_ch on 2006-08-23 at 03:14:36
Stacking bunkers (disabled)
I know that I should get some tiggers, but not 100% sure at witch...

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Player 1 commands at least 1 Building bunker... (supply).
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Center location labled 'Supply_start'.
Move 1 Bunker Builder (SCV) at 'Supply_start' to 'SCV_home'.
Remove 1 Building bunker... (Supply) at 'Supply_start'.
Create 1 Bunker at 'Supply_start'.
Create 4 Marines at 'Suplly_start'.
Run AI Script: 'Enter closest bunker' at 'Suplly_start'.
Wait 1000 milliseconds.
Disable doodadstate for Bunker at 'Suplly_start'.

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But then
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Move 1 Bunker at 'Supply_start' to 'Bunker_home'.
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How to STACK them at one place??? confused.gif
When you build 1 Supply, it will work. But then, when you build one more the bunker will be placed behind the first bunker... I will stack them.

Please tell me, if some1 know.
Maybe something up here is wrong... Make it right then please.



/Christoffer
Report, edit, etc...Posted by Staredit.Net Essence on 2006-08-23 at 07:03:28
Stacking them is a different thing. Disabling them makes them invisible, but doesn't stack them. I don't know how to do this. But I'm just telling you. Disabling takes up space, but the other players can't see it. And your triggers work fine, but it requires a whole lot more, from what I think.
Report, edit, etc...Posted by Kenoli on 2006-08-23 at 09:45:14
At the location "Bunker_home", stack some buildings that are the same size as bunkers. Cybernetics Cores, for example.
You will need to use Scmdraft2 or StarForge to stack them directly on top of eachother.

Then, in the trigger that moves the bunkers, add something like: "Remove 1 Cybernetics Core for All Players at 'Bunker_home'."
Each time you remove a building from the stack, the ground will become buildable, and you will be able to move bunkers to it, thus stacking the bunkers in the same spot.
Make sure to preplace enough buildings in the stack, so you don't ever run out.
Report, edit, etc...Posted by LegacyWeapon on 2006-08-23 at 09:47:05
If you stack a hundred or two hundred supply depots or whatever at 'Bunker_home' and then remove them before you move bunkers there, it will be able to be stacked there.

QUOTE(New But Then)
But then
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Remove 1 Supply Depot at 'Bunker_home'.
Move 1 Bunker at 'Supply_start' to 'Bunker_home'.
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Report, edit, etc...Posted by IsaT on 2006-08-23 at 09:49:07
You need to have another bunker sized location centering on bunker sized buildings to remove, then thats where you move the bunker you made

so...

QUOTE(Totte_ch @ Aug 23 2006, 02:14 AM)
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Player 1 commands at least 1 Building bunker... (supply).
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Center location labled 'Supply_start'.
Center location labeled 'bunker_home' on Norad II(3x2 building, and most likely wont be used elsewhere)
Remove 1 Norad II at 'Bunker_home'

Move 1 Bunker Builder (SCV) at 'Supply_start' to 'SCV_home'.
Remove 1 Building bunker... (Supply) at 'Supply_start'.
Create 1 Bunker at 'Supply_start'.
Create 4 Marines at 'Suplly_start'.
Run AI Script: 'Enter closest bunker' at 'Suplly_start'.
Wait 1000 milliseconds.
Disable doodadstate for Bunker at 'Suplly_start'.

-----------------

But then
-----------------
Move 1 Bunker at 'Supply_start' to 'Bunker_home'.
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Edit :: Gah, legacy beat me to it pinch.gif
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