I did it! It works and I have to work really hard to get it to glitch. The wait makes it possible to recover from the glitch by moving your teleporter just a bit.
I've attached the map - a single-player version with some dummies to get some kills so you can experiment and the real multiplayer version.
The CivDetect location must be 16x16 for the civ (and nothing else) to respond to the AI script (and it must be ground only) and the following is the code:
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Bring("Current Player", "Terran Civilian", "Player1CivDetect", At least, 1);
Actions:
Move Location("Current Player", "Terran Dropship", "Anywhere", "Player1 teleport location");
Move Unit("Current Player", "Terran Civilian", All, "Anywhere", "Player1 teleport location");
Move Unit("Current Player", "Any unit", All, "Anywhere", "Player1 teleport location");
Move Location("Current Player", "Terran Civilian", "Anywhere", "Player1CivDetect");
Move Unit("Current Player", "Terran Dropship", All, "Anywhere", "Player1CivDetect");
Run AI Script At Location("EnTr", "Player1CivDetect");
Center View("Player1 teleport location");
Wait(1000);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Always();
Actions:
Move Location("Current Player", "Terran Civilian", "Anywhere", "Player1CivDetect");
Preserve Trigger();
}
Attachments:
Post has been edited 1 time(s), last time on Jul 6 2008, 5:29 pm by planckscnst.
None.