Tower Defence
May 23 2008, 1:46 am
By: midget_man_66  

May 23 2008, 1:46 am midget_man_66 Post #1



Alright, so basically you are given a selected space to build your defense (each player has their own space) within the defense your scv can only build missile turrets. You have a selector at the bottom of your defence, it can be set to "BLOCK" "AIR" and "GROUND". if its set to block, the turret will be built as normal, but it will be disabled. if its set to air, the turret will be swapped for a devourer. if its set to GROUND the tower will be swapped with a lurker. (Later in the game when the player has acquired more minerals, he can upgrade his air and ground towers to be swapped for other units. EX: upgrade 1 for the ground tower will be a tank, then next will be a siege tank, then a strong fire bat perhaps... The upgrades will be stronger versions that attack the same type of unit(i hope the pattern is understandable).

My problem:
how do i make the units stay put? when they are put into the defence they are under the computer control of player 7. BUT i dont know how to make them stationary, they will always try to follow the spawn.

.........Any ideas? (besides 100 locations that will reservedly move the units into place XD)

Post has been edited 2 time(s), last time on May 23 2008, 1:59 am by midget_man_66.



None.

May 23 2008, 2:08 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

always move them to a location off of the map. Use starforge to put one there. Use Hyper Triggers too.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

May 23 2008, 2:13 am midget_man_66 Post #3



this must be done with star forge? i already have it, but im interested in the method. cant his be done by ordering the unit to a non-walkable terrain, like null.. or water.. or cliff side? what will happen when i load the map in a different editor other then starforge?



None.

May 23 2008, 2:20 am Falkoner Post #4



The only problem I have found with that method, rockz, is that when you do that they lose any commands, so they will not continuously keep a lock on a target. It might not be a problem in a defense, but I just wanted to give you a heads-up.

To move a location outside the map, in either SCM Draft of StarForge you can simply edit the coordinates of the location by double clicking it and changing them to be outside the map. In SF you can just drag the location to the gray part of the editor too.

If you do that, I'm not sure how X-tra will react, but SCM Draft and StarForge have no problems with it.



None.

May 23 2008, 2:21 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

You're trying to stop air units, so you have to move them somewhere they can't move, like off the map. SCMDraft won't let you drag a unit off the map like starforge will, so I suggested using that. You can also just edit the properties of the location to force it to be in some location off the map.

If you're trying to use an editor other than SCMDraft or Starforge, then I pity you.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

May 23 2008, 2:28 am stickynote Post #6



Wait a minute. Since you are actually moving them, but they can't move, won't the units attacking them always miss?



None.

May 23 2008, 2:29 am Falkoner Post #7



Lol, no, because they are the ones attacking, not being attacked. You might want to do is less than constantly, or the units won't find targets as well though.



None.

May 23 2008, 2:31 am stickynote Post #8



I thought he was trying to make the units that are moving freeze. To clarify, I thought that when the invading units move over a tower set on block, it freezes.



None.

May 23 2008, 2:52 am midget_man_66 Post #9



so with hyper triggers on, i make it like every 100 miliseconds? maybe every 500. idk. Oh, and btw xtra editor rejected the misplaced location... and i couldnt open starforge XD. i forgot that that was the reason i stopped using it. lol... if i wanted to lock ground units into place, could i just constantly move (not order) them to a location thats in a non-walkable terrain?



None.

May 23 2008, 2:55 am Falkoner Post #10



Don't use waits, use death counts, and no, if you order them to non-walkable terrain they will just try to go there, they have to be moved there.



None.

May 23 2008, 3:08 am midget_man_66 Post #11



use death counts for what? hyper triggers in my map are endabled. i was just replying to what you said by not moving the unit there constantly heres my suggestion..

Condition
- always
Action
- move 1 unit to location "Location outside of map"
- wait 500 miliseconds
- preserve trigger

how would you do this with DC's?



None.

May 23 2008, 3:29 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

Oh, devourers won't work, they have that nasty glitch.

As for death counts, add/subtract 1 from a death constantly.

Then have a trigger which has
if Deaths at least 6, or exactly 0
move unit
set deaths to 0, or 6



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

May 23 2008, 3:45 am stickynote Post #13



With hypertriggers, 12 deathcounts happen in 1 second. They can be used like waits, and don't cause wait blocks.



None.

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