Enter Transport
May 20 2008, 6:50 am
By: Ateo  

May 20 2008, 6:50 am Ateo Post #1



Ok, this is something that should be very easy to do. In theory. It's a simple dropship and shuttle select system. I've done it before. But in this latest map I'm working on, the goddamn units don't enter the transport. :flamer:



The transports originally belong to a computer player and would be given to the human players after everything has been loaded up. There is a large ground only location (menu) plus a small location for each of the transports (Abilities P1 - P6 and Items P1 - P6) to hold them in place (If the human player tries to move the transports they will simply move back). So my triggers are something like this:

For the first unit which has been preplaced(Alan Schezar):
CONDITIONS
Always
ACTIONS
Execute AI Script Enter Transport at menu

and then:
CONDITIONS
Current Player (Player 8) commands exactly 6 Alan Schezar
Current Player brings exactly 0 Alan Schezar to menu
ACTIONS
Create 1 Hunter Killer at Abilities P1. Apply properties
Create 1 Hunter Killer at Abilities P2. Apply properties
Create 1 Hunter Killer at Abilities P3. Apply properties
Create 1 Hunter Killer at Abilities P4. Apply properties
Create 1 Hunter Killer at Abilities P5. Apply properties
Create 1 Hunter Killer at Abilities P6. Apply properties
Execute AI Script Enter Transport at menu

And so on and so forth. Anyone can give a list of reasons why a shuttle and dropship would NOT pick up the units in this scenario? It's been very frustrating :flamer:



None.

May 20 2008, 8:01 am fm47 Post #2



I actually have the exact same thing. Here's what I did. You can use whatever counter you want, I used spider mines. I put the 4 mines (4 players) in a location, making sure units around it are invincible. Then I created a dropship along with the units desired for loading, load the ship, then delete a spider mine.

So it becomes this:
Condition:
Force 1 brings at least 1 Vulture Spider Mine to "myLocation"
Action:
Preserved trigger.
Create 1 Terran Dropship for "[computer player]". Apply Properties.
Create 1 Terran Marine for "[computer player]". Apply Properties.
Create 1 Terran Firebat for "[computer player]". Apply Properties.
Create 1 Terran Vulture for "[computer player]". Apply Properties.
Create 1 Protoss Zealot for "[computer player]". Apply Properties.
Create 1 Protoss Dark Templar for "[computer player]". Apply Properties.
Run AI Script at "myLocation" "Enter Transport"
Remove 1 Vulture Spidermine for "[computer player]"

Once all of them are loaded, give one to each player and move the transports to desired locations.



None.

May 20 2008, 8:18 am NudeRaider Post #3

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

Is the first trigger preserved and do you use hyper triggers? You should make a delay then, as I think spammig the AI can cause trouble.

Also I don't get the use of alan...




May 20 2008, 8:21 am Ateo Post #4



No, the first trigger is not preserved. Preserving the first trigger only causes the computer to load and unload constantly. What the hell...

Yes I use hypers...I'll go check it out...

And I preplaced Alan since he is the first unit I want loaded into the shuttle. I want all the units in the shuttle to be in a certain order you see.



None.

May 20 2008, 8:21 am fm47 Post #5



oh yeah, i forgot about the other part of the trigger.

Add to the first trigger the condition of:
"[computer player]" brings exactly 0 of any unit to "myLocationAir"

This means you'll be needing to stack 2 locations, one for only air detection and another for only ground detection. What that will do is that when the trigger realizes there is a spidermine, it removes one and creates all the units necessary, and loads them. Once loaded, the units will no longer be detected by the lower location. This will indicate the trigger to continue on until the spidermines run out, but will wait until each previous dropship has completely loaded.



None.

May 20 2008, 8:25 am NudeRaider Post #6

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

Oh now I understand.
You are probably running the AIs for the wrong player.
2nd trigger orders all units by P8 to enter the dropships but the hyds are owned by P1-6




May 20 2008, 8:29 am Ateo Post #7



No, the hyds are still owned by P8. 'AbilitiesP1 - 6' is simply the name of the locations being used to hold the transports in place.



None.

May 20 2008, 8:32 am NudeRaider Post #8

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

So is 'menu' ground only?
brings exactly will detect units in shuttles too.




May 20 2008, 8:37 am Ateo Post #9



Yep, menu is ground only.



None.

May 20 2008, 8:50 am NudeRaider Post #10

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

Quote from name:MalFunkShun
Yep, menu is ground only.
sry overread it.
Maybe the "holding dropships in place" trigger interferes? Or is it only for humans?
Constantly moving the dropship might prevent the units from entering.

Oh and you didn't tell which trigger malfunctions.
Do the alans enter? Are thy hyds created?




May 20 2008, 3:58 pm Ateo Post #11



Quote
Oh and you didn't tell which trigger malfunctions.

Ha ha. MalFunkShun has a malfunctioning trigger problem. Very funny. -_-

The alans don't enter period. So I guess it's the very first trigger. It's supposed to be a chain reaction sort of thing. The alans enter first, once the comp detects no alans at the ground only location, the hydras are created etc.

Oh yeah, and if I do not preserve the trigger, the Alans don't enter. If I preserve the trigger, they keep entering and coming out. Either way the hydras aren't created.



None.

May 20 2008, 5:19 pm Impeached Post #12



I had this exact same problem. I just did a simple "Elapsed time is at most 5 seconds" "Enter" "Preserve" and it started working.



None.

May 20 2008, 10:48 pm Falkoner Post #13



Don't heros sometimes not listen to AIs? I'm pretty sure this isn't the problem though, just throwing out ideas.(Actually, I'm certain it's not the problem since I'm using an Alan in a dropship in my map :P)
You probably need a bit of a pause after creating the units before you issue the AI, the dropship may not have registered them yet or something.



None.

May 21 2008, 3:37 am ZzEzZ Post #14



yea, falks right... SC doesnt issue AI orders to units until theyve been on the map 4 a lil bit...

put like a wait 85 between the create and AI actions... if not, just try increasing the wait...

ive had a problem with AI's not being issued to units at first too and i just had to put a little delay then it worked... kinda loox like that might be ur issue here too...



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