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Staredit Network -> UMS Assistance -> Help On Paintball map
Report, edit, etc...Posted by Pedestrian on 2006-08-26 at 10:37:29
Ok so it came to my attention that useing scourges for paintballs would be wack.So i have a new idea inspired by my genius brother.Instead i will use interceptors....however i was wondering does anyone know how to make them at a loctaion and get them to move to another?Please help ive seen this done before
Report, edit, etc...Posted by IsaT on 2006-08-26 at 10:45:28
mellow.gif

make them in a carrier and tell them to attack to come out then

Run ai script set generic command point at location
Run ai script units patrol to upper left corner (i think thats what its called)

after those two i beleive you can move and order them with triggers.
The interceptors need to be owned by computer players too.
Report, edit, etc...Posted by fritfrat(U) on 2006-08-26 at 10:54:19
I've never done this before either, but this is how I had always believed it was done.

Place a few computer carriers next to an enemy unit that keeps healing, so the interceptors keep flying out. Do this off of where the players can see. Whenever you want an interceptor to be used, simply Move Unit on one of the interceptors to your unit. THEN you set generic command point at location and run the AI script to patrol to upper left corner, as this is how you order interceptors to go the way you want. If you kill them, just reset the hanger amount on the carriers.

http://www.staredit.net/index.php?tutorial=33

http://www.staredit.net/index.php?tutorial=62
Report, edit, etc...Posted by IsaT on 2006-08-26 at 11:10:55
instead of healing (waste of a trigger tongue.gif) just set the units health to 0/0 in starforge, it will be invincible and attackable
Report, edit, etc...Posted by Pedestrian on 2006-08-26 at 11:15:31
Thanks guys,i read the tutorial but i didnt know if that was the way.I love the picture btw ISAt and now all i need is to figure out if P1 shoots the interceptor how to give him the kill if its controlled by a comp?Any advice?
Report, edit, etc...Posted by fritfrat(U) on 2006-08-26 at 11:20:05
Can 2 players shoot interceptors at the same time? If not, simply detect who shot the interceptor in the first place. How are you having the controls for shooting the interceptors?
Report, edit, etc...Posted by IsaT on 2006-08-26 at 11:23:59
as long as you have seperate triggers for each player, or use current player for the player its for that shouldnt be a problem..
QUOTE(Pedestrian @ Aug 26 2006, 10:15 AM)
I love the picture btw ISAt

biggrin.gif
Report, edit, etc...Posted by fritfrat(U) on 2006-08-26 at 11:39:47
I was originally thinking that there'd be a different trigger for detection of whether or not the shot hit or not, but now that you mention it, you could include it in the same trigger. Simple center a location on the interceptor right before it dies and kill ALL units there, which would kill the enemies too if they were under the interceptor smile.gif
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