Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Cloaked Bunkers You Cant See
Cloaked Bunkers You Cant See
Sep 8 2007, 10:22 pm
By: ThrashRage  

Sep 8 2007, 10:22 pm ThrashRage Post #1



How do u get the bunkers cloaked so nobody can see them and you can stack with vision on like in Income Defense? i read antoher thread realted, but no solution at all



None.

Sep 8 2007, 11:38 pm Falkoner Post #2



Basically, you move the bunkers away to another area of the map, often you kill a building in a group of stacked buildings and then move it there, that way it doesn't take much space, when the bunker is moved it leaves it's units there, but if you kill or remove it the units will disappear as well. So while it seems that there is a bunker still there, there actually isn't.



None.

Sep 9 2007, 10:02 pm A_of-s_t Post #3

aka idmontie

I believe you cloak bunkers by having a detector near them and disable them or disable, enable, enable them. I haven't messed with units in a while, mainly sprites to help improve the Sprite Battle System.



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Sep 9 2007, 10:12 pm Falkoner Post #4



That cloaks them, but he wants to be able to build on top of the old ones.



None.

Sep 9 2007, 10:28 pm JamaL Post #5



In Income Defense, the map creator ( Oo.Vic.oO ) has 50 Crashed Norad II's stacked on top of each other. ( This is possible with SCMDraft II and StarForge. ) Starcraft reads it that when you remove one Norad, it thinks there is an open spot there. You can then simply move the bunker full of units, whether it be full of marines, firebats, or ghosts, to the location where the Norad's are. Take note that only 50 bunkers will be able to be moved there, because there were only 50 Norad II's.

The triggers would be like this.

----------------------------------------------

--- Conditions

- Player 1 brings at least 1 'Supply Depot' to 'Anywhere'.

--- Actions

- Center location 'Bunker' on Supply Depot owned by Player 1 at 'Anywhere'.

- Remove 1 Supply Depot for Player 1 at 'Anywhere'.

- Move 1 SCV for Player 1 at 'Anywhere' to 'Safe Spot'. ( This makes it so the SCV won't get in the way when you create the bunker. If it wasn't moved, all of the units might not be able to get in, or the bunker wouldn't be able to be placed. )

- Create 1 Bunker for Player 1 at 'Bunker'

- Create 3 Marines at 'Bunker' for Player 1.

- Run AI Script at Anywhere: Enter Nearest Bunker ( The AI Script is something like that.. I can't remember exactly.

- Wait for 1000 milliseconds.

- Remove 1 Norad II at 'Norads'

- Move 1 Bunker at 'Bunker' to 'Norad'.

- Move 1 SCV for Player 1 at 'Safe Spot' to 'Bunker'

- Preserve Trigger

----------------------------------------------

If you want it to be more accurate, you also center a 1x1 location on the Supply Depot, and cut off the trigger at "Run AI Script", and have Preserve Trigger at the end.

Then create a new trigger, have it like this.

----------------------------------------------

--- Conditions

- Player 1 brings at least 3 Marines to '1x1 Location

--- Actions

- The rest of the last trigger, minus the "Wait 1,000 Milliseconds".

----------------------------------------------

I hope this helps.



None.

Sep 9 2007, 10:49 pm ThrashRage Post #6



holy crap. dude u rule my world!

the 1x1? i dont totally understand. i have starforge so the norad thing cando.

and one more question, how do u stack 50 norads?

screen shots would be mad helpful! ill do a test with this johnson. thanks again man



None.

Sep 9 2007, 10:55 pm A_of-s_t Post #7

aka idmontie

Quote from ThrashRage
holy crap. dude u rule my world!

the 1x1? i dont totally understand. i have starforge so the norad thing cando.

and one more question, how do u stack 50 norads?

screen shots would be mad helpful! ill do a test with this johnson. thanks again man

Place a Unit in SF and click stack and type in 50 for the number. I might post a screen shot later if I turn on my other computer.



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Sep 9 2007, 11:02 pm JamaL Post #8



A 1x1 location as in.. a location the size of one square tile. Not 1x1 as in a point, but as in the size of a square tile.

Thanks for the compliment. ^^

If you're still having problems, let us know and we can help you further.



None.

Sep 9 2007, 11:37 pm ThrashRage Post #9



How do u center a location on something. my triggers dont have it =((

the action you said up there

the stacking works



None.

Sep 10 2007, 12:02 am JamaL Post #10



It may be "Move Location", instead of "Center Location" in the editor you are using.

If it isn't either of those, I have no idea what it would be.



None.

Sep 10 2007, 12:22 am Fallen Post #11



Na it should be "Center Location" if you have some issues the creator of Random Defence dedicated the whole right side to just moving the bunkers to.
But i remebered he took away everyones vision and he made a computer be able to see so the only vision you saw was the computers. If that makes any sense



None.

Sep 10 2007, 12:27 am JamaL Post #12



No, Fallen, it could be named as "Move Location" as well.

And yes, that's how they do it when it's not stacked. They have a place where you can't see, and that's where all the bunkers go. That isn't neccessary, though. I think the stacked Norads method is better.



None.

Sep 10 2007, 1:34 am DT_Battlekruser Post #13



The action is MOVE LOCATION and MoveLocation() respectively, but the reason you always see 'Center Location' when people write out triggers in full is because the MOVE LOCATION action in Staredit prints 'Center location named <name>...' to the Staredit trigger GUI.



None.

Sep 10 2007, 10:28 am ThrashRage Post #14



ah ok.

another question. I have my terrain in my map all good to go. and i added a thing where you can change what units go into the bunker. But how do i do this in the trigger. a few defense games do this and its really unique and cool ^_^ do i make a different building? usually thats what happens but, yea. how would you do that?



None.

Sep 10 2007, 11:56 am wizard898 Post #15



You add the load units in bunker AI. You have to set a location on the bunker.



None.

Sep 10 2007, 1:02 pm Falkoner Post #16



The new ones have a beacon, when you build a bunker, it changes which units come out depending on what beacon you are on, basically, you have to set a switch that fires another trigger that creates the units depending on which beacons they are on, instead of creating them in the trigger.



None.

Sep 10 2007, 9:12 pm JamaL Post #17



It's the same exact trigger I explained above, but with one added Condition and one changed Action.

The new Condition is..

- Player 1 brings at least 1 any unit to '3Ghosts'.

This means that the trigger will only act if the player has a unit on the location, where there would be a beacon, that gives you three ghosts.

Then you would change the action

- Create 3 Marines at 'Bunker' for Player 1.

to..

- Create 3 Ghosts at 'Bunker' for Player 1.

You just need to create a trigger for each beacon.



None.

Sep 10 2007, 10:29 pm ThrashRage Post #18



ah i see so:

Bring one supply depot to anywhere
Player 1 brings 1 civ to "location".

man, this is going to be alot of triggers...

thanks a bilion for all your help, i may need somethingelse or so. but thank you agaiN!!



None.

Sep 11 2007, 1:52 am ThrashRage Post #19



i just tested my map and, well...

nothign worked. w.t.f. i jsut spent 3 days on nothing? typical for this of course. all the units spawned 3 times i dont know why, i set eveything to player NOT forces or curent player.



None.

Sep 11 2007, 3:09 am Falkoner Post #20



If the condition for the units being created is met multiple times then they will be created multiple times, use a switch to make it instant.



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