in my map, im useing hyper triggers. so when i create a shield battery, it turns into a bunker, rines spawn, BUT before they are able to go into the bunker, the disable doodad state trigger works before they have time to get in. how do i fix this?
None.
a) wait longer
b) detect when the player brings no more marines into the location. This is achieved 2 ways, depending on which works (you'll have to test). If marines can't be detected with bring inside of a bunker, then when there are no marines in the location centered over the bunker, disable it. If marines can be detected inside a bunker, then center an inverted location the size of the bunker (or a pixel location will work too) and disable the bunker when there are enough units inside.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
a) wait longer
b) detect when the player brings no more marines into the location. This is achieved 2 ways, depending on which works (you'll have to test). If marines can't be detected with bring inside of a bunker, then when there are no marines in the location centered over the bunker, disable it. If marines can be detected inside a bunker, then center an inverted location the size of the bunker (or a pixel location will work too) and disable the bunker when there are enough units inside.
Marines are killed with "kill at location" so they should be detectable with bring.
None.
You mean inside a bunker? You're missing valuable information there.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
You mean inside a bunker? You're missing valuable information there.
Actually, I withdraw that earlier statement.
"Bring" does not detect marines inside bunkers. "Kill Unit At Location", however, DOES affect marines in bunkers. This was a pretty bad glitch in an earlier build of my Hexarena map.
None.
give the bunker to another player (comp) then command atleast make sure theres a switch to this as to prevent glitching of 2 players doing it at the same time
None.
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
When the bunker exists " At most 4 units at 'bunker' " returns false when there's 4 units in the bunker and true in any other case.
When the bunker exists " At most 4 units at 'bunker' " returns false when there's 4 units in the bunker and true in any other case.
That condition will return true no matter what. The units will stop counting toward the condition as soon as they enter the bunker.
The "brings at most" condition does not detect units inside other units, such as units inside a bunker, inside a transport, scarabs in a reaver, etc. The "brings at least" and "brings exactly" conditions do.
If you want to detect when there are 4 marines inside the bunker, you center a ground-only location on the bunker and use these two conditions:
Current player brings at most 0 men to 'bunker'.
Current player brings exactly 4 men to 'bunker'.The only time these two conditions will come back true is if there are 4 men inside the bunker.
Post has been edited 2 time(s), last time on Oct 12 2010, 12:13 pm by DevliN. Reason: Mineral abuse.
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
Actually that was a typo. At most 3 works.
No, it doesn't? Men inside a bunker register as 0 for "brings at most". They do not count toward it.
Quote from name:Azrael.Wrath
That condition will return true no matter what. The units will stop counting toward the condition as soon as they enter the bunker.
The "brings at most" condition does not detect units inside other units, such as units inside a bunker, inside a transport, scarabs in a reaver, etc. The "brings at least" and "brings exactly" conditions do.
If you want to detect when there are 4 marines inside the bunker, you center a ground-only location on the bunker and use these two conditions:
Current player brings at most 0 men to 'bunker'.
Current player brings exactly 4 men to 'bunker'.
The only time these two conditions will come back true is if there are 4 men inside the bunker.
Post has been edited 2 time(s), last time on Oct 12 2010, 12:14 pm by DevliN. Reason: Mineral abuse.
Here, I just made an example map to demonstrate triggers which disable the bunker at the right time.
Try it out to see it functioning, then open it and look at the triggers to better understand how the timing works.
Attachments:
Post has been edited 2 time(s), last time on Oct 12 2010, 12:13 pm by DevliN. Reason: Mineral abuse.
Quote from name:Azrael.Wrath
Here, I just made an example map to demonstrate triggers which disable the bunker at the right time.
Try it out to see it functioning, then open it and look at the triggers to better understand how the timing works.
I thought disabling bunkers cloaked them; does this only happen occasionally?
None.
They do cloak, it happens every time, it happens in the map I posted when you play it. I'm guessing he wants them cloaked.
The idea is to show how to set the triggers to not disable the bunker until after the marines are all inside it.
Post has been edited 2 time(s), last time on Oct 12 2010, 12:13 pm by DevliN. Reason: Mineral abuse.
Quote from name:Azrael.Wrath
I'm guessing he wants them cloaked.
No; check out the other thread in Map Assistance. All he wants to do is for a player to be unable to unload units in the bunker.
None.
I don't really care what he has posted in other threads to be perfectly honest. This is all he posted in this thread:
when i create a shield battery, it turns into a bunker, rines spawn, BUT before they are able to go into the bunker, the disable doodad state trigger works before they have time to get in. how do i fix this?
And that's exactly the question I answered.
If he wants to know something else in addition to that, he can post a different thread and get different information there, or he can clarify that he wants different information in this thread. His question here is "how do I make disable doodad state work after all the marines are inside the bunker," so that's the information I'm going to provide him in this thread.
Post has been edited 2 time(s), last time on Oct 12 2010, 12:14 pm by DevliN. Reason: Mineral abuse.
Quote from name:Azrael.Wrath
I don't really care what he has posted in other threads to be perfectly honest. This is all he posted in this thread:
when i create a shield battery, it turns into a bunker, rines spawn, BUT before they are able to go into the bunker, the disable doodad state trigger works before they have time to get in. how do i fix this?
And that's exactly the question I answered.
If he wants to know something else in addition to that, he can post a different thread and get different information there, or he can clarify that he wants different information in this thread. His question here is "how do I make disable doodad state work after all the marines are inside the bunker," so that's the information I'm going to provide him in this thread.
Just trying to prevent an "uncloaking bunker help?" thread from showing up in the future @_@
None.
Just trying to prevent an "uncloaking bunker help?" thread from showing up in the future @_@
Lol, let's hope your efforts were not in vain
Post has been edited 2 time(s), last time on Oct 12 2010, 12:12 pm by DevliN. Reason: Mineral abuse.