Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Moveable teleporter
Moveable teleporter
Jul 3 2008, 3:26 pm
By: planckscnst  

Jul 5 2008, 3:12 am planckscnst Post #21



Wow. I just tried out the ion thrusters upgrade - it's super fast! Especially with the intercepter on player 15 hack. Unfortunately, the vulture (regular and Raynor) is a big part of the game.



None.

Jul 5 2008, 9:49 am NudeRaider Post #22

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

Interceptor for P15 is x2 speed, right?
Then there's no guarantee that all of your trigger actions work smoothly. There's a number of side effects, problems to enter a transport might be another.
I suggest you run a series of tests before trying to implement something that might not be possible.




Jul 5 2008, 12:24 pm Clokr_ Post #23



Also the x2 speed trick might not work anymore whenever blizzard releases a new patch for SC.



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Jul 5 2008, 8:44 pm planckscnst Post #24



Finally got it to work. I got rid of the speed hack - it was causing other problems as well. Location had to be 20x20 for AI script to work. I'm busy integrating it into my map now. I have about 1000 triggers to modify...blech.



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Jul 5 2008, 10:41 pm planckscnst Post #25



Ugh... got it integrated but it is glitchy. Gets stuck in a loop sometimes. Especially when the dropship unloads near a clif where the civ is pushed just part of the way outside of the tiny detector location, so the enter transport ai script doesn't work on it. I've attached the map in question in case anyone is wondering what it actually does.

Attachments:
Commando Wars Winter 0.6.1.scx
Hits: 1 Size: 70.49kb

Post has been edited 1 time(s), last time on Jul 5 2008, 10:50 pm by planckscnst.



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Jul 5 2008, 10:56 pm Clokr_ Post #26



Check if the player brings a civilian to the location that follows the shuttle. If so execute the AI script. If not, center the location over the civilian, move the shuttle there and then execute the AI. That should work quite well.



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Jul 6 2008, 12:33 am Kaias Post #27



And make that location 1x1 pixel, so you don't suck up the wrong guy.



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Jul 6 2008, 12:56 am Kaias Post #28



I took a quick look at your triggers.

You've got a couple of problems. First off, you have the civilian detection trigger before your trigger to move the locations around them. Its much better to center the locations and then detect, so that the locations are definitely in the correct places, instead of possibly a trigger loop behind.

Secondly, you don't need to center the teleportation location constantly, as (correct me if I'm wrong) you only use it to bring all the units there, so you know when its going to happen every time, whereas you need to with the civ location because it could happen at any given time.

Thirdly, you run the ai script and then move all the units to the teleportation location. I'm guessing this could make it inconsistent, as they may be trying to load but disrupted by the moving units especially since the teleportation location is a wee bit behind.

Fourthly, your civilian detection location is not 1x1 pixel. You can make a tile sized location (snapped to tile) and then drag one corner to the opposite one. It may look like its gone but its not and you can find it using the locations section in the side bar (assuming you are using SCMDraft)

I would do the civilian detection location like this:

Current player brings at least 1 civilian to PlayerXcivdetect
----------
Center 'Player X teleport location' on 'teleporter- unload civ to teleport' for current player
Move all civilian for Current Player to 'Player X teleport location'
Move all "Men' for Current Player to 'Player X teleport location'
Run AI Script Load into transport at 'PlayerXcivdetect'

I move the civ first so that I know it will be in the middle.



None.

Jul 6 2008, 12:12 pm planckscnst Post #29



Kaias - I set up the trigger as you said and I couldn't get it to mess up over a cliff like before. Thanks! Running the AI script on a 1x1 location still doesn't work. Have you tried doing it?

There is one issue left - when the player kills his dropship and civ by hitting the self-destruct. I put the dropship+civ creation right in the same trigger (the code for it is below), and I put them at the very top of the stack, but still it happens after some other triggers that are set for when the player has at most 2 men. The result is that when the player respawns, his civ is away from his dropship, and it gets stuck in a loop again. I'm going to try centering the dropship on the civdetect location after the teleport. If that doesn't work, I think I have to resort to a pair of switches - teleportInProgress and civLoaded - you can probably guess how those would work.

Trigger("Top-Left"){
Conditions:
Bring("Current Player", "Men", "BaseTopLeft SelfDestruct", At least, 1);

Actions:
Kill Unit("Current Player", "Any unit");
Create Unit with Properties("Current Player", "Terran Civilian", 1, "BaseTopLeft WarpZone", 6);
Create Unit with Properties("Current Player", "Terran Dropship", 1, "BaseTopLeft WarpZone", 4);
Create Unit("Current Player", "Map Revealer", 1, "Heroes");
Create Unit("Current Player", "Map Revealer", 1, "BaseTopLeft WarpZone");
Preserve Trigger();
}

What happens:


Attachments:
SCScrnShot_070608_074707.png
Hits: 1 Size: 301.89kb

Post has been edited 2 time(s), last time on Jul 6 2008, 1:32 pm by planckscnst.



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Jul 6 2008, 3:46 pm Falkoner Post #30



Add a little wait time in between the creation of the civ and other units.



None.

Jul 6 2008, 4:55 pm Clokr_ Post #31



Trigger("Top-Left"){
Conditions:
Bring("Current Player", "Men", "BaseTopLeft SelfDestruct", At least, 1);

Actions:
Kill Unit("Current Player", "Any unit");
Create Unit with Properties("Current Player", "Terran Civilian", 1, "BaseTopLeft WarpZone", 6);
Move location 'Spawn dropship' over Terran civilian owned by current player at anywhere
Create Unit with Properties("Current Player", "Terran Dropship", 1, "Spawn dropship", 4);
Create Unit("Current Player", "Map Revealer", 1, "Heroes");
Create Unit("Current Player", "Map Revealer", 1, "BaseTopLeft WarpZone");
Preserve Trigger();
}



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Jul 6 2008, 5:23 pm planckscnst Post #32



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:
Commando Wars Winter 0.6.2.scx
Hits: 0 Size: 70.33kb
Commando Wars 0.6.2 - single.scx
Hits: 0 Size: 72.18kb

Post has been edited 1 time(s), last time on Jul 6 2008, 5:29 pm by planckscnst.



None.

Aug 7 2008, 7:18 am voku Post #33



I haven't tried this, but I believe you can achieve what you want using scanner sweep. Center a location on scanner sweep owned by neutral players (p12) and you will have your teleport destination (again, I didn't try this so I don't know if it works). Scanner sweep, like dark swarm and disruption web, exists in the unit list in any advanced trigger editor, so that leads me to think it can be detected and location-centered. If it works... it solves the range, speed, and unit issue (infinite range + almost instant activation + it's not a unit so no trigger hassles).



None.

Aug 7 2008, 7:33 am KyleIs1337 Post #34



You can use a defiler's dark swarm and whenever it is cast move a beacon to the dark swarm and remove the dark swarm.

I've attached an example map. You cast dark swarm and it creates a entrance/exit. You can go into the entrance and it moves you to the exit. The only downside is if you cast dark swarm to unpassable terrain then it will try to place it and you will get an error. I suppose you can solve that, but anyway, here you go. Enjoy!

Attachments:
Teleporter.scm
Hits: 2 Size: 37.45kb

Post has been edited 1 time(s), last time on Aug 7 2008, 7:50 am by KyleIs1337.



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Aug 8 2008, 1:21 am Falkoner Post #35



Quote
I haven't tried this, but I believe you can achieve what you want using scanner sweep. Center a location on scanner sweep owned by neutral players (p12) and you will have your teleport destination (again, I didn't try this so I don't know if it works). Scanner sweep, like dark swarm and disruption web, exists in the unit list in any advanced trigger editor, so that leads me to think it can be detected and location-centered. If it works... it solves the range, speed, and unit issue (infinite range + almost instant activation + it's not a unit so no trigger hassles).

This would be cool, if it were possible, you can only detect Scanner Sweep using the Command condition, so you can't detect where it is, or center locations on it.



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