Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Good New Bad News
Good New Bad News
May 14 2008, 9:17 pm
By: LosTZealoT  

May 14 2008, 9:17 pm LosTZealoT Post #1



Well, again I find myself stuck a little with my Tower Defense. If anyone from Maplantis remembers, I've been trying to get my 8 player TD to work properly. Its going pretty well considering some of this stuff is really unusual(Not to say its amazing). Last time, I asked for help with the creation of my towers. I remember telling you all two thing in relation to this:

1. When playing with a friend, the bunker would not move in time for the building that goes on top of it. This does not happen when I play by myself.
This problem I've remedied with my new method of tower creation that is very dynamic.

2. Since the probe is the primary building unit, there are various Pylons through out the map. Since these Pylons were originally a stack of two and I removed one of them per stack, the player can easily build under them. However, when loading the units into the bunkers, the Pylons got in the way! This would lead to units being left behind. I got various suggestions and settled on the solution of having a micro-location(smaller than 1x1) on top of the bunker and checking to make sure the units were in. This solution works perfectly. There is only 1 issue though. When the player build on a Pylon in the right way, the unit takes long enough to load that the player can Unload the previous unit before the tower is disabled and sent away. This causes the tower creation cycle to never finish, stopping everyone else from building more towers.

So, I was wondering if there was a way to prevent a player from unloading the units for a few seconds while the other units get it. Im using Hyper triggers but the unit still takes too long. Help?



None.

May 14 2008, 10:10 pm NudeRaider Post #2

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

Not really, unless you give the bunkers to another player.
Incase you don't have spare comp players a quick cycling through human players may help (deselect!). Though I fear that may disrupt the enter bunker ai...
Disabling the bunker and reenabling directly after forces the player to unselect and reselect the bunker in order to see it enabled afaik.




May 15 2008, 12:31 am Falkoner Post #3



You can constantly deselect it by giving it to another player, giving it back, then give the AI to enter again.



None.

May 15 2008, 1:21 am LosTZealoT Post #4



Thank guys, but I've found a better way. By telling units to always run "Enter Closest Bunker" using the replacement location, the player can't do a thing. Hyper Triggers makes this method extremely effective. I appreciate your responses, but I'm good now!



None.

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