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Staredit Network -> UMS Assistance -> Independant Units
Report, edit, etc...Posted by Excaluber on 2006-10-09 at 20:54:58
An outline:
A tank with a 10x10 location centered on it
6 Fenix Zealots

What I want it to do:
Whenever one of the zealots come within the 10x10 location, I want the tank to be relocated to one of 6 'arenas' where it will fight the zealot. The zealot's individual arena must be the same as with it's main unit each time it engages in combat with the tank.

My Question:
How do I make each zealot unique? I need a location and its master trigger to recognize each zealot differently so that you fight the same units with your tank if it is the same zealot, allowing for multiple tank vs. zealot action where you can wear down your enemy.

My idea and brick wall I've run into; Virtual Health [burrowed units]:
How would they know which zealot to move themselves under? How would the zealots locations know which zealot to center themselves on?
Report, edit, etc...Posted by Nintendo_Confed on 2006-10-10 at 10:52:44
Do you have other computer slots open?
if so then use 1 zealot per comp
Report, edit, etc...Posted by DevliN on 2006-10-10 at 12:22:54
The easiest option is to do what kedama suggested. Unfortunately that means you can only have 2 human players at most.

Another easy option would be to send the tank to a randoly selected arena when you run into a Zealot. Since each Zalot is the same anyway, would it really matter which arena you go to?

QUOTE
The zealot's individual arena must be the same as with it's main unit each time it engages in combat with the tank.

If you have 6 of the same Zealot, what does this mean? Actually, scratch that. What does this mean? It makes no sense to me.
Report, edit, etc...Posted by Excaluber on 2006-10-10 at 15:26:20
That you can wear down on the enemy, and if say you lose a unit killing one and it charges at another unit, you will be able to know it is worn down and easily killable.

I plan on making this a war map, which has seperate units for each unit of soldiers with their leader unit (Fenix Zealot) describing their unit's function. You understand I want players to see that they are fighting the same people as they fought before if it is the same zealot.

Someone recommended to me that I center a location smaller than 1x1 on 'Fenix Zealot' and have the location start on the zealot at the start of the game and it wouldn't switch units, even if two Fenix Zealots got in combat next to each other. I honestly don't understand why, or how, the triggers and locations would choose to stay on a single zealot and why it being small is a deciding factor.

A further description of what I want (so that you might come up an alternative):
Whenever an enemy comes within 'Attack Range Location' of any unit (the location size will vary depending on unit, once again I need individuality for centering), the other unit will either engage them, or if ranged, begin shooting from a "safe" area around the enemy unit's arena.

EDIT:
QUOTE
Do you have other computer slots open?
if so then use 1 zealot per comp

Thanks for bringing that up. But to improve upon that idea, why not use Fenix and regular Zealot per player?

I'm still interested in hearing if there is ANY way to make a unit an individual, but now have an alternative that would not let players use more than hero/non-hero of any unit, but is still a good last resort - Thanks kedama, I almost forgot heros.
Report, edit, etc...Posted by Laser_Dude on 2006-10-12 at 19:01:13
well, it wouldn't be that tough, just have the unit teleport to the arena, then make it invincible when it's teleported back onto the map. Don't worry about VHP, if I get you, then you won't need it.
Report, edit, etc...Posted by Excaluber on 2006-10-12 at 21:45:54
...Did you even read the problem?
How will making it invicible while teleporting it back make any of the zealots recognizable as different for triggers?
Report, edit, etc...Posted by Zeratul_101 on 2006-10-12 at 23:46:00
just as a note. locations will center themselves onto the unit closest to the bottom left. therefore, if the location is larger than the unit, when the same unit type comes near it(to the original unit's bottom-left side), the location will center into the new unit. if the location is smaller than the unit, than theres no way anoth unit could enter the location.

uugghh, thats an ugly explanation, ask if you don't get it.
Report, edit, etc...Posted by ShadowFlare on 2006-10-13 at 01:04:52
Hmm, what happens if the location is so small that the unit has a chance to move off of it before the next time the trigger executes? Or would the trigger center the location more than once for each time it executes? (with a wait between each)
Report, edit, etc...Posted by Zeratul_101 on 2006-10-13 at 01:17:01
you're gonna need hyper triggers. with them, i highly doubt anything will move out fast enough. you only need 1 recentering action per trigger cycle. no waits
Report, edit, etc...Posted by Element-Nature on 2006-10-13 at 16:33:05
first of all, do as zeratual said, then make tiny(less than 1x1) locations that start on each zlot, and center on the zlot at that location, then they will never move, but when they die, and theres no zlot at that location, just simply move it off to the side, untill another zealot is created that might need that location, its as simple as that.
Report, edit, etc...Posted by Laser_Dude on 2006-10-18 at 15:36:24
QUOTE(Excaluber @ Oct 12 2006, 06:45 PM)
...Did you even read the problem?
How will making it invicible while teleporting it back make any of the zealots recognizable as different for triggers?
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You don't need to track the zealots at all, or even use VHP, Just use classic HP, and when the battle ends, send the units back to their original locations, and make them invincible.
Report, edit, etc...Posted by Excaluber on 2006-10-20 at 20:46:50
I give up trying to explain it, some people are just too thick to understand and I ponder if they ever read the posts or just enjoy spam.gif

I'll try to grasp onto some solutions that make a bit of sense; Icy, as I pointed out earlier, someone had recommended that smaller than 1v1 location centering, would that cause the location to have its own zealot, and never move to the others, even if there were multiple zealots on the screen? Then I could just center some burrowed units under each zealot for to allow large locations to say when a certain zealot has entered the large locations.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-20 at 20:57:30
QUOTE(Excaluber @ Oct 20 2006, 06:46 PM)
I'll try to grasp onto some solutions that make a bit of sense; Icy, as I pointed out earlier, someone had recommended that smaller than 1v1 location centering, would that cause the location to have its own zealot, and never move to the others, even if there were multiple zealots on the screen?
[right][snapback]576727[/snapback][/right]


short answer - yes. if you want an explanation as to why it works, just ask.

QUOTE(Excaluber @ Oct 20 2006, 06:46 PM)
Then I could just center some burrowed units under each zealot for to allow large locations to say when a certain zealot has entered the large locations.
[right][snapback]576727[/snapback][/right]


err... what? blink.gif if you're gonna create units under each zealot, it means that there's already a location on it... just what would be the point of centering a location onto a unit that it created?
Report, edit, etc...Posted by Ultramilkman on 2006-10-21 at 00:07:56
QUOTE(Excaluber @ Oct 9 2006, 07:54 PM)
The zealot's individual arena must be the same as with it's main unit each time it engages in combat with the tank.


Please keep related words together, and avoid wordyness. No one can understand what you are trying to say.
Also it is an illogical comparision.
Ex. Are you saying that the zealot should be the same as the unit?

The next part is even more confusing. I don't understand any part of that.

Please clarify, we can't help you if we don't understand you.
Report, edit, etc...Posted by Zeratul_101 on 2006-10-21 at 01:19:49
really? i thought it was rather simple to understand, albeit it was still wordy.

each zealot has an arena. when the zealot goes into 'combat' with the tank, both units will go into the respective zealot's arena.
Report, edit, etc...Posted by Excaluber on 2006-10-22 at 10:18:46
Yes Zeratul, though I am fighting against everyone with my badly phrased problems, you've got it.

QUOTE
err... what? if you're gonna create units under each zealot, it means that there's already a location on it... just what would be the point of centering a location onto a unit that it created?


I was thinking to use burrowed units to make each zealot have it's own arena, since as far as I know, triggers can't recognize 'when location A enter location B,' but can recognize 'when zealot enters location B' along with 'when defiler (or whatever) enters location B.'
Report, edit, etc...Posted by Zeratul_101 on 2006-10-22 at 14:13:55
okay then, yes, that would be the appropiate thing to do.
Report, edit, etc...Posted by Laser_Dude on 2006-10-22 at 20:35:37
blink.gif You wanted seperate arenas for each z-lot, I though you just wanted to send the z-lot and tank to an arena every time they come close.

ADDITION:
Even if that's the case, you still shouldn't need VHP.
Report, edit, etc...Posted by Excaluber on 2006-10-24 at 14:31:43
Care to explain why I would not, or recommend a method besides burrowed units?
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