Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: detect units in shuttle
detect units in shuttle
May 9 2010, 8:51 am
By: okeee  

May 9 2010, 8:51 am okeee Post #1



Can it be detected if a certain unit is in a shuttle? "move locations" can't be used, there is more than 1 shuttle.



None.

May 9 2010, 8:58 am Jack Post #2

>be faceless void >mfw I have no face

Can you explain more?

If you want to detect if any marine is in any shuttle, make a location covering the area/map, uncheck the Ground checkboxes in its properties, and use a 'Bring at least one Marine to location'.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 9 2010, 9:37 am NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Without locations you can't detect a specific shuttle, nor the units inside, so you'll have to follow the shuttle with a location.
If other shuttles might interfere, give them to another player. At least for as long as it's close.




May 9 2010, 4:40 pm okeee Post #4



Ok, how does "move location" exactly work? If the location is big, and moved over a small unit, how does the location position over the unit?



None.

May 9 2010, 4:54 pm Aristocrat Post #5



Quote from okeee
Ok, how does "move location" exactly work? If the location is big, and moved over a small unit, how does the location position over the unit?

It will be placed so that the location's center is placed at the center of the unit. Ideally, you want to follow each shuttle with a 1x1 location every trigger loop in a way such that it never escapes the location.



None.

May 9 2010, 5:36 pm rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Units all have a "center", and locations have a center. Both centers are matched up, unless you're near the edge of the map, where the left side of the location won't go left of the map, and etc...

That means inverted locations will move off the map, but normal locations won't.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

May 9 2010, 5:54 pm NudeRaider Post #7

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Move location centers said location on the leftmost unit of the unit type and player it can find in the given location.
However if 2 fitting units have the same x coordinate, the unit with the highest unit ID (= last created unit) will be chosen.

So if you follow a shuttle with a 1x1 pixel location and they happen to fly straight through one another so their collision box touches the center of the other shuttle both locations will then follow only the last created shuttle.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[04:05 am]
O)FaRTy1billion[MM] -- the setting exists, it's just hidden in a weird place
[04:04 am]
O)FaRTy1billion[MM] -- instead change "Microtile Overlay" to "Impassable"
[04:04 am]
O)FaRTy1billion[MM] -- er, wait, idk why i was looking for height
[04:03 am]
O)FaRTy1billion[MM] -- below the minimap should be a thing that says "Overlay Settings" with a little + button in the corner, press the + to expand it, uncheck Use Defaults, then change "Tile Overlay" to "Height"
[03:57 am]
Sylph-Of-Space -- Unless I'm dum (possible)
[03:57 am]
Sylph-Of-Space -- It would be so so so nice if SCMDraft had some kind of dedicated "walkability" view for the tilesets.
[03:53 am]
Sylph-Of-Space -- :'( dont cry for me cat-gentina
[09:18 pm]
Ultraviolet -- 🔪🐈
[12:34 pm]
NudeRaider -- curiosity kills the cat!
[2024-5-19. : 6:18 am]
Sylph-Of-Space -- No complaints here, i'm just curious!
Please log in to shout.


Members Online: Roy