Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Three unrelated questions
Three unrelated questions
Aug 18 2008, 8:16 pm
By: Biophysicist
Pages: 1 2 3 >
 

Aug 18 2008, 8:16 pm Biophysicist Post #1



I have three questions, and need all of them answered in order to do my map:

1. Is there any way to make Beacons attackable?
2. Is there any way to let people use Place COP (the thing that moves flag beacons) after the first few minutes of the game?
3. Is there any way to immobilize Player 12's units?



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Aug 18 2008, 8:34 pm Impeached Post #2



1. No
2. No
3. Order to self/move to unmoveable location.



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Aug 18 2008, 8:37 pm Biophysicist Post #3



Thanks, but I still have a problem: I have A LOT of units I need to freeze, and don't have enough locations to order each one to itself. And I can't use Move Units, I need them to be attackable...

I suppose I could just place them for Player 9 or something.



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Aug 18 2008, 8:58 pm DT_Battlekruser Post #4



Don't units owned by Player 12 be default take no action when attacked? I think I'm missing something here.



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Aug 18 2008, 9:22 pm Biophysicist Post #5



But they do move around the map randomly, which is my problem.



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Aug 18 2008, 9:24 pm MillenniumArmy Post #6



Just have these actions:

- Center location X on unit owned by player 12 at anywhere
- move all unit owned by player 12 at location X to location X
- Give 1 unit owned by player 12 at Location X to another player, like player 11

applied for every p12 unit on the map. And once player 12 has no more units:

- Give all units owned by player 11 at anywhere to player 12

This should be at the end of the trigger cycle.
If there's alot of units owned by player 12, then you can just use the binary system for the triggers.
That's how I'd do it. May not exactly be the best way though :P


edit: h/o, i didn't read your question thoroughly



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Aug 18 2008, 9:29 pm Biophysicist Post #7



*sighs* Guess I should just place them for Player 9... Any side-effects from placing Observers for P9?



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Aug 18 2008, 9:31 pm MillenniumArmy Post #8



Don't think so..

Wait so the p12 units on your map move around? Do you know why?



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Aug 18 2008, 9:32 pm The_z0r Post #9



They might run.



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Aug 18 2008, 9:34 pm MillenniumArmy Post #10



As far as I know, units owned by player 9 and up (dunno about 13 and up) will not move unless you use trigger actions. That's why in my games, when i need to use grid systems (giving/moving units) i use players 9-11 as opposed to computer players because the latter tends to move around after trigger actions are delt upon them



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Aug 18 2008, 9:36 pm Biophysicist Post #11



Quote
Wait so the p12 units on your map move around? Do you know why?
Junk Yard Dog AI script... Unless that only applies to critters? If so... *facepalm*



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Aug 18 2008, 9:38 pm MillenniumArmy Post #12



Don't AI scripts like those only work for computer players 1-8? Unless at their state of creation the units were owned by a computer player and junk yard dogged before being given to p12, i dont see how that's possible



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Aug 18 2008, 9:46 pm The_z0r Post #13



Quote from MillenniumArmy
As far as I know, units owned by player 9 and up (dunno about 13 and up) will not move unless you use trigger actions. That's why in my games, when i need to use grid systems (giving/moving units) i use players 9-11 as opposed to computer players because the latter tends to move around after trigger actions are delt upon them
13 and up run as far as I know (when shot by invincible units). I assumed the same for players 9-11.



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Aug 18 2008, 9:53 pm DT_Battlekruser Post #14



Players 9-11 will move when attacked; they try to fire back but since they don't have a vision mask they can't see their target. Player 12 should take no action under any circumstances. Only critters will move randomly; notice when players leave their units are given to player 12.

And, like MA said, to the best of my knowledge, players 9 and above cannot execute AI scripts.




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Aug 18 2008, 10:00 pm Impeached Post #15



If you constantly move a unit (with hypers) to a place it can't move to (like water), it will be able to attack, be attacked, and be immobile.

And only critters for P12 will move randomly.



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Aug 18 2008, 10:12 pm Falkoner Post #16



Quote
Only critters will move randomly; notice when players leave their units are given to player 12.

If given to a normal player, they no longer wander randomly, of course, that resets when given back :P

Player 9-11 will most likely follow the attacker, if attacked, and player 12 will always just stand still, no matter what, except the Move order, so use P12.

Quote
If you constantly move a unit (with hypers) to a place it can't move to (like water), it will be able to attack, be attacked, and be immobile.

They have difficulty attacking, they lose their ability to auto acquire a target, so they only attack if attacked first, and most shots fired at them will miss since they're being moved so often.



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Aug 18 2008, 10:48 pm Ahli Post #17

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from Falkoner
Quote
If you constantly move a unit (with hypers) to a place it can't move to (like water), it will be able to attack, be attacked, and be immobile.

They have difficulty attacking, they lose their ability to auto acquire a target, so they only attack if attacked first, and most shots fired at them will miss since they're being moved so often.
they still can auto aquire a target. but they try to follow some units (e.g. dark archon). didn't I show you my sstarcraft maul defense? my towers are units which are immobile.




Aug 19 2008, 2:29 am Biophysicist Post #18



Thanks for all the help, guys. I had kinda thought #1 and #2 would be impossible, but that's OK... I can easily re-design my map to use something else besides attackable beacons. The Place COP thing isn't necessary, I finally figured out how to do Scanner Sweep detection. (WOOT!)



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Aug 19 2008, 2:46 am Morphling Post #19



How can you detect Scanner Sweeps. TELL ME!!!!!



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Aug 19 2008, 6:16 am Biophysicist Post #20



It's pretty buggy right now...

The basic idea is to have immobilized Observers for an enemy computer player, and when the Sweep goes off (You can use Command to detect it), create Scourge all over the map for the player who did the Sweep, and then detect where there are no Observers.The problem with this is that detectors can mess it up, as can other air units. (These problems can be worked around, just with some difficulty.) Plus, if you have to do it over a very large area, you can hit Map Max.



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