Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Carrier/Interceptor Missile Triggers
[SOLVED] Carrier/Interceptor Missile Triggers
This topic is locked. You can no longer write replies here.
Aug 7 2011, 2:05 am
By: ScaleMatrix  

Aug 7 2011, 2:05 am ScaleMatrix Post #1



In the map I made, I use Carriers and interceptors to simulate missile effects for certain characters. However it displace Mobile grids and can mess with air units. I've seen in some maps that use the same missile system but have no carrier targeted over the interceptors target, yet the interceptor still homes in on that player. How do I accomplish this missile effect without the carrier being over the enemy?



None.

Aug 7 2011, 2:16 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

Use the "Set Generic Command Target" AI script on the location you want them to fly to and then use "Make These Unit Patrol" AI script to order them to patrol to the location set previously.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Aug 7 2011, 2:17 am Aristocrat Post #3



Could you post one of the maps that you are referring to?

As per this wiki page, this trigger is used to first store a number of interceptors in a remote location:

Trigger
Players
  • Player 8
  • Conditions
  • Current Player brings at least 1 [Protoss Interceptor] to Spawn
  • Actions
  • Move all [Protoss Interceptor] from Spawn to Storage for Current Player
  • Run AI script Set Generic Command Target at Storage
  • Run AI script Make These Units Patrol to Storage
  • Preserve trigger.


  • Player 8 is a computer player used in this case. The location "Spawn" is a region that contains preplaced, loaded carriers belonging to that player. An enemy unit should be placed there so that the interceptors are released to attack that object. I think a Player 9-11 unit works, but if not, you can always use one of the other computer players if you have any.

    Trigger
    Players
  • Player 8
  • Conditions
  • [Whenever you want to order the subunit.]
  • Actions
  • Move 1 [Protoss Interceptor] from Storage to Start for Current Player
  • Run AI script Set Generic Command Target at Start
  • Run AI script Make These Units Patrol to End
  • Preserve trigger.


  • Obviously, this requires you to have SOME carriers on the map, so if you didn't reserve any map space for this, you're out of luck.



    None.

    Aug 7 2011, 2:44 am ScaleMatrix Post #4



    This method seems alittle odd to me. Would triggers clash if there were two of these going off at the same time but had different generic targets?



    None.

    Aug 7 2011, 2:52 am Aristocrat Post #5



    Quote from ScaleMatrix
    This method seems alittle odd to me. Would triggers clash if there were two of these going off at the same time but had different generic targets?

    These AI Script triggers only affect the units inside the "Start" location, iirc. You should be using "Move Location" to shift the Start location around to whereever you need the interceptors to start from, and "End" to whereever you need the interceptors to move to.

    "Run AI script Set Generic Command Target at Start" sets the Start location as the region within which the next AI Script's commands apply, and "Run AI script Make These Units Patrol to End" is the part that actually orders the interceptors around.

    They would not clash unless two groups of interceptors are ordered this way and happen to spawn next to each other. You can avoid this by making a second set of these triggers for another computer player, but its necessity depends on your map.



    None.

    Aug 8 2011, 12:35 am Vrael Post #6



    Also, these AI scripts and commands only work on computer-owned interceptors and scarabs.



    None.

    Options
      Back to forum
    Please log in to reply to this topic or to report it.
    Members in this topic: None.
    [09:18 pm]
    Ultraviolet -- 🔪🐈
    [12:34 pm]
    NudeRaider -- curiosity kills the cat!
    [06:18 am]
    Sylph-Of-Space -- No complaints here, i'm just curious!
    [11:05 pm]
    Ultraviolet -- :wob:
    [2024-5-18. : 3:55 pm]
    Zoan -- :wob:
    [2024-5-18. : 10:34 am]
    NudeRaider -- SEN doesn't rely on spammers initiate its sleep cycle. It hat fully automated rest and clean-up phases. Please understand that this is necessary for the smooth operation of the site. Thank you.
    [2024-5-18. : 3:45 am]
    Sylph-Of-Space -- Does the shoutbox get disabled when there's spammers?
    [2024-5-17. : 6:47 am]
    NudeRaider -- lil-Inferno
    lil-Inferno shouted: nah
    strong
    [2024-5-17. : 5:41 am]
    Ultraviolet -- 🤔 so inf is in you?
    [2024-5-17. : 4:57 am]
    O)FaRTy1billion[MM] -- my name is mud
    Please log in to shout.


    Members Online: Roy