Obs gets stuck
Apr 10 2008, 4:43 am
By: ZzEzZ  

Apr 10 2008, 4:43 am ZzEzZ Post #1



Ok, i have an observer that starts at location 'A' and is constantly ordered to move to location 'B'... then when the observer reaches 'B' it is teleported via MOVE UNIT back to 'A'...

the problem is, that sometimes when the observer is ALLLLMOST at 'B', like a mm away from it, it will stop >.< and never reach 'B'
how can i make it so that the observer never gets stuck >.< or, if it does get stuck it will trigger something to give it a little push into location 'B'

little more info:
*the observer is always owned by a human... which iz why the observer must be constantly ordered to move to location 'B' (i dont want the players to move the observer off its path by too much)
*location 'A' and 'B' are usually straight across from eachother, but sometimes they form a diagonal... 'A' and 'B' are both 1x1 locations (grid wise not pixel wise)

so uuuhhmmm, yea : )



None.

Apr 10 2008, 4:45 am A_of-s_t Post #2

aka idmontie

Have a location centered on the observer and have it constantly ordered to location 'B' from this new location 'n'. See if that helps.

Post has been edited 1 time(s), last time on Apr 10 2008, 4:46 am by A_of-s_t. Reason: typo



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Apr 10 2008, 4:59 am ZzEzZ Post #3



tried the location thing, no go =\


o and i tried "attack to" and "patrol to"
the "patrol to" worked very nicely except, it gives the player that owns the observer to much freedom to move the obs off of its path >.<

also:
ok, heres a quick sketch to show u this next thing i tried

----------LAND
----------LAND
Z--------LAND
----------LAND
----------LAND

where '-' represents water and 'Z' is a location

instead of just "order, move to 'B'" i tried
order, observer, move to 'Z'
order, observer, move to 'B'

which also worked nicely except for the fact that it gives the player to freedom to move the obs off of its path >.<



None.

Apr 10 2008, 10:50 am NudeRaider Post #4

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

EDIT: Wait, something just comes into my mind: How large is 'B'? If it's only 1x1 or 2x2 it might be too small. Units get ordered to the middle of a location, but stop a little before the middle. If that wasn't the problem, do what A_of-s_t said. It was the best solution you will get (without much effort), and it will prevent the player from moving off the path. I will go a little more in detail here:

Make a location 1x1 tiles when you're using hyper triggers or about 5x5 without hypers. Place this location 'n' where the obs starts and have this trigger constantly running:

C: Always
A: Center 'n' on Observer @ 'n'
A: Order Observer @ 'n' move to 'B'
A: Preserve

Then when the obs reached 'B' (which the player might prevent with constant clicking when you're not using hypers) have this trigger

C: At least 1 Obs @ 'B'
A: Move Observer @ 'B' to 'A'
A: Center 'n' on Observer @ 'A'
Preserve Trigger

That's all you need, and it WILL work. I guess you can figure the players for yourself.

EDIT: Wait, something just comes into my mind: How large is 'B'? If it's only 1x1 or 2x2 it might be too small. Units get ordered to the middle of a location, but stop a little before the middle.

Post has been edited 2 time(s), last time on Apr 10 2008, 12:19 pm by NudeRaider.




Apr 10 2008, 9:10 pm ZzEzZ Post #5



aw so i'd need to make the location bigger in order for this to work? hmmm, deng... Oh and i did try A_of-s_t's thing but it didnt work either =\

oohh, i think i got it... ill stretch the location into maybe 3x3 and then use 2 grids to place location 'B' two units to the left of where it would be normally... so it will still share the same edge that it would have before (still trigger in the same place basically) and the obs will be ordered "passed" the location... yay ^^ imma go try this, thx 4 idea guys



None.

Apr 10 2008, 11:13 pm Falkoner Post #6



Centering a location on the unit should work perfectly, I don't know why it wouldn't..



None.

Apr 11 2008, 12:05 am stickynote Post #7



Maybe it didn't work cuz of wait block?



None.

Apr 11 2008, 3:07 am ZzEzZ Post #8



oh, its ok though... i got it to work nicely...

but hey, i 4got how to export triggers to text form on scmdraft... so i can mass change some triggers in notepad...
can any1 help me out wit that? (yes i checked scmdraft's site >.<)



None.

Apr 11 2008, 3:40 am Falkoner Post #9



It's pretty simple... You just use Trigedit instead of Classic Trigedit.



None.

Apr 11 2008, 3:50 am ZzEzZ Post #10



how weird, i couldnt find trigedit anywhere on the version of SCMDraft i normally use (0.8) i had to use the older version i have 2 get 2 trigedt >.<
but yea, thx falk



None.

Apr 11 2008, 5:29 am A_of-s_t Post #11

aka idmontie

Just copy and paste the plugin into the correct folder :P. Since your using text, use my Tips for Tedious Coding Tutorial (or topic)!



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Apr 11 2008, 10:16 pm ZzEzZ Post #12



o i think ive seen that topic before sumwhere... but i looked around just now and dont know where it went o.0... *shrugs* o well... hey, 1 last question....

how cum, when i edit the triggers or w/e (in trigedit, text style) then i hit save and close the little box, the triggers revert to what they used to be before i edited them? they wont change 4 crap >.<

i tried save as... i tried just editing 1 number and seeing if it changes... i tried deleting white space at the end that i might have accidentally added... an nothin =\



None.

Apr 11 2008, 10:49 pm NudeRaider Post #13

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

You must hit the checkmark button in the toolbar of the text style trigedit to compile them into the map.
Saving doesn't work, it's alpha.




Apr 11 2008, 10:52 pm ZzEzZ Post #14



oooooo, thx

*goes 2 try*



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