Staredit Network

Staredit Network -> UMS Assistance -> bunks, cloackd
Report, edit, etc...Posted by Lord-Omega on 2006-09-17 at 18:43:59
i got it to make cloack bunks and all with units, but placement dosnt work, its always sending units to the mid of map, how do i stop it?
Report, edit, etc...Posted by Kenoli on 2006-09-17 at 19:01:59
When you move a unit to a location, it moves to the center of that location. "Anywhere" is a location covering the entire map, it's center is the center of the map.
So, when you move units to "Anywhere" they move to the center of the map.

You probably want to move the Bunker to a certain place. An easy way to do that is to place a bunch of bunkers somewhere and replace then one-by-one.

Do this by preplacing a bunch of Bunkers on your map, and adding these actions to your trigger (before you move the bunker):
QUOTE(Actions)
Center location labeled 'LocationX' on Bunker owned by PlayerX at 'Anywhere'.
Remove 1 Bunker for PlayerX at 'LocationX'.

Replace "PlayerX" with the player who owns the Bunkers that you preplaced. Move the Bunkers to "LocationX".

This will let you move the bunkers from where ever they are to where ever you want them to be.
This also works if you have the preplaced bunkers stacked on top of eachother.
Report, edit, etc...Posted by Lord-Omega on 2006-09-17 at 21:03:00
nooo, i have it like this.

center location supply onto supply depot at anywhere

player* brings at least 1 supply depot to supply
remove all supply depots from supply
wait*
create 1 bunker at supply
create 4 marines at supply
run AI script enter closest bunker
wait*
disable doodad state on bunker at supply

that waht i have for triggers, and there are prserve triggers in each 1
Report, edit, etc...Posted by Kenoli on 2006-09-17 at 21:05:45
So what's going to the center of the map?
Report, edit, etc...Posted by Lord-Omega on 2006-09-18 at 10:33:18
the bunker and units were, but i got it fixed some what, now the bunk is made in right place with first supply depot, but then stops working and it doesnt disable or work for anyother bunks
Report, edit, etc...Posted by Ahli on 2006-09-18 at 12:36:18
move the bunker away to disable both!
if there are 2 bunkers in 1 location, 1 bunker will be disabled and the other not, even if 1 is already disabled.....

if u only have 1 bunker there, it will work fine.

i had the same problem during mapping my random bunker def....


and in ur trigger, u should

remove the first wait

or the first trigger will be activated and moves ur location supply to the middle of the map.
Report, edit, etc...Posted by TheKeyToKilling on 2006-09-21 at 10:53:26
QUOTE(Lord-Omega @ Sep 17 2006, 08:02 PM)
nooo, i have it like this.

center location supply onto supply depot at anywhere

player* brings at least 1 supply depot to supply
remove all supply depots from supply
wait*
create 1 bunker at supply
create 4 marines at supply
run AI script enter closest bunker
wait*
disable doodad state on bunker at supply

that waht i have for triggers, and there are prserve triggers in each 1
[right][snapback]562854[/snapback][/right]


Ok... the problem...

Center location supply on supply depot anywhere (centers on depot correct spot)

Remove all supply depots at supply (no more depot for location to center on)

When a location is set to center on something and is preserved... and there's none of the thing that it's set to center on on the map... since it's preserved and has nothing to center on... the location just moves to the exact middle of the map...

Here within' lies your problem... since the location moves to the middle of the map... that is where your stuff is created.
Report, edit, etc...Posted by Lord-Omega on 2006-09-24 at 08:24:08
well i could make it work if i can figure out how to make stuff stack with trigs, cause then id just make the bunk onto the depot then get rid of it.
Report, edit, etc...Posted by Ahli on 2006-09-24 at 16:31:15
delete the first wait in ur posted trigger and everything is ok. try it!

reason: triggers will be executed if u use a wait (that's why hyptertrigger works).

in ur case, the location will be centered to anywhere, because there is no supply left, because u deleted it before the wait.

->delete the first wait
Report, edit, etc...Posted by TheKeyToKilling on 2006-09-28 at 12:03:59
QUOTE(Ahli @ Sep 24 2006, 03:30 PM)
delete the first wait in ur posted trigger and everything is ok. try it!

reason: triggers will be executed if u use a wait (that's why hyptertrigger works).

in ur case, the location will be centered to anywhere, because there is no supply left, because u deleted it before the wait.

->delete the first wait
[right][snapback]567302[/snapback][/right]


I still don't think that would fix it...

Instead of how you did it...

Condition:
Always
Action:
Center location supply onto supply depot at anywhere
Preserve Trigger

Condition:
Player* brings at least 1 supply depot to supply
Action:
Remove all supply depots from supply
Wait*
Create 1 bunker at supply
Create 4 marines at supply
Run AI script enter closest bunker
Wait*
Disable doodad state on bunker at supply
Preserve Trigger

Try this...

Condition:
Player* brings at least 1 supply depot to anywhere
Action:
Center location supply onto supply depot at anywhere
Wait*
Remove all supply depots from supply
Wait*
Create 1 bunker at supply
Create 4 marines at supply
Run AI script enter closest bunker
Wait*
Disable doodad state for bunker at supply
Preserve Trigger
Comment*

To my knowledge this should work, but if it doesn't, then you could try removing waits. I'm not sure if you even need the first 2 waits, but you need the 3rd one so that the units can actually enter the bunker, because if you disable it, then they won't be able to enter it anymore.
Report, edit, etc...Posted by Ahli on 2006-09-28 at 14:13:44
u dont need the first 2 waits....
if u do everything in the right order, u only need a wait till disabling...
Report, edit, etc...Posted by Lord-Omega on 2006-09-29 at 11:00:52
plus it doesnt disable if you have more than 3 units in the bunker... why, no clue.
Report, edit, etc...Posted by Mp)Blu on 2006-09-29 at 11:25:16
QUOTE(Lord-Omega @ Sep 29 2006, 09:00 AM)
plus it doesnt disable if you have more than 3 units in the bunker... why, no clue.
[right][snapback]569638[/snapback][/right]


What? I have 4 units and it still disables huh.gif


Condition:
Brings one 'Supply Depot' to 'location'
Action:
Remove'Supply Depot'
Move'SCV' to 'location2'
Center Location on'Supply Depot' owned by Player 8 at' P.8 Depots'
Create 1 Bunker at'location'
Create 4 units at'location'
enter closest bunker
wait 500 milliseconds
Disable Doodad state for bunker
remove 1 bunker at 'P.8 Depots'
move 1 bunker at'location' to 'P.8 Depots'
move all' scv' at 'location2' to 'location'
Preserve Trigger


^I think this should work
If not, sorry mellow.gif
Report, edit, etc...Posted by Ahli on 2006-09-29 at 14:02:00
here is a tutorial map which I just made to show you how to make cloakd bunkers.....
don't forget to open it in the editor and watch the trigger....
(this tutorial uses a better method than used in my rbd happy.gif )

[attachmentid=21194]
Report, edit, etc...Posted by Lord-Omega on 2006-09-30 at 08:25:02
thank you, im opening it right now, this should help me alot.

ADDITION: Ok, is it possible to make it so that i dont have to only build as many bunks that are avvaible?
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