Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Completely invisible bunker
Completely invisible bunker
Aug 16 2008, 6:48 pm
By: lilneo  

Aug 16 2008, 6:48 pm lilneo Post #1



Ok, i learned this a long time ago. and im finally using it but im not sure how to get it to work properly, i want to build a supply depo. remove the suply depo, make a bunker and load 3 marines then remove the bunker so its completely invisible and u can build ontop of it. It works perfectly once but the second time it doesnt move the bunker. here are my triggers: (starforge)

Conditions:
Bring(P1, AtLeast, 1, Supply Depot, play area);
Switch(Switch 1, Set);

Actions:
MoveLocation(p1 suply, Supply Depot, P1, play area);
MoveUnit(1, Builder, P1, Anywhere, scv);
RemoveUnit(Supply Depot, P1);
CreateUnit(1, Bunker, p1 suply, P1);
CreateUnit(3, Marine, p1 suply, P1);
RunAIScriptAt(Enter Closest Bunker, p1 suply);
Wait(1000);
SetDoodadState(Disable, Bunker, P1, p1 suply);
RunAIScript(Turn OFF Shared Vision for Player 1);
MoveUnit(All, Bunker, P1, play area, bunker goto);
Wait(1);
RunAIScript(Turn ON Shared Vision for Player 1);
MoveUnit(1, Builder, P1, scv, p1 suply);
Comment("Supply - Bunker");
PreserveTrigger();

Turning off and on the shared vision doesnt seem to be making a difference.... so if anyone could help please do so.
~lilneo



None.

Aug 16 2008, 7:05 pm poiuy_qwert Post #2

PyMS and ProTRG developer

You have to use the trick of when you remove a building the terrain under it becomes buildable (not sure how long, probably just for the current trigger cycle). So you create a stack of like 50-100 buildings (depending on how many bunkers you'll have) at least as big as the bunker (so not pylons or missile turrets) at the "bunker goto" location, then do:

MoveLocation(p1 suply, Supply Depot, P1, play area);
MoveUnit(1, Builder, P1, Anywhere, scv);
RemoveUnit(Supply Depot, P1);
CreateUnit(1, Bunker, p1 suply, P1);
CreateUnit(3, Marine, p1 suply, P1);
RunAIScriptAt(Enter Closest Bunker, p1 suply);
Wait(1000);
SetDoodadState(Disable, Bunker, P1, p1 suply);
RunAIScript(Turn OFF Shared Vision for Player 1);
RemoveUnit(1, Norad II, P1, bunker goto);
MoveUnit(All, Bunker, P1, play area, bunker goto);
Wait(1);
RunAIScript(Turn ON Shared Vision for Player 1);
MoveUnit(1, Builder, P1, scv, p1 suply);
Comment("Supply - Bunker");
PreserveTrigger();

Im fairly sure thats correct though i might be forgetting something.




Aug 16 2008, 7:19 pm Ahli Post #3

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

Triggers don't care about vision. So that is not nessecary because you can stack ingame with triggers like poiuy_qwert described it.




Aug 16 2008, 7:30 pm Brontobyte Post #4



Trigger("Player 1"){
Conditions:
Bring("Current Player", "Terran Supply Depot", "Anywhere", At least, 1);

Actions:
Move Unit("Current Player", "Terran SCV", All, "Anywhere", "Move Scv");
Move Location("Current Player", "Terran Supply Depot", "Anywhere", "Bunker");
Move Location("Current Player", "Terran Supply Depot", "Anywhere", "Mini Bunker");
Remove Unit At Location("Current Player", "Terran Supply Depot", All, "Bunker");
Create Unit with Properties("Current Player", "Terran Bunker", 1, "Bunker", 1);
Create Unit with Properties(Current Player", "Terran Marine", 3, "Bunker", 1);
Run AI Script("EnBk");
Set Deaths("Current Player", "Cantina", Set To, 1);
Preserve Trigger();
Comment("Setup 1");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Bring("Current Player", "Terran Marine", "Mini Bunker", Exactly, 3);
Deaths("Current Player", "Cantina", Exactly, 1);

Actions:
Remove Unit At Location("Player 8", "Norad II (Crashed Battlecruiser)", 1, "Move Bunker");
Set Doodad State(Current Player", "Terran Bunker", "Bunker", disabled);
Move Unit("Current Player", "Terran Bunker", All, "Bunker", "Move Bunker");
Set Deaths("Current Player", "Cantina", Set To, 0);
Preserve Trigger();
Comment("Setup 2");
}

//-----------------------------------------------------------------//

Variables:

Player 1 - Player who the triggers will be ran under.
Current Player - Player who owns the respective units
Terran Supply Depot - Building that will be created as a place holder for the Terran Bunker.
Terran Marine - Units that will be entering the Terran Bunker.
Norad II (Crashed Battlecruiser) - Unit that will "mask" the Terran Bunker.

Locations:

Bunker - 4x4 tile location.
Mini Bunker - 1x1 tile location.
Move SCV - 2x2 tile location. (Any size big enough to fit a Terran SCV)
Move Bunker - 3x2 tile location. (Any size big enough to fit a Terran Bunker)

Extras:
I have these triggers setup to run off each other to prevent a "wait block". To also prevent bugs from happening while this process is started, I would first create the Terran Bunker, as well as the Terran Marines (or which ever unit) under a computer player whom is not hostile. Then once the first trigger was done, the units would automatically enter there respective Terran Bunkers, without human interference. Then in the second trigger I would give all of the units (Terran Bunker, Terran Marine (or which ever unit)) back to there respective players, in this case being Player 1. Then I would carry on with the moving of the Terran Bunker.

Things To Know:
-3 Men is a wise choice because not all of the time will 4 Men enter a Terran Bunker due to displacement.
-When you remove the Norad II (Crashed Battlecruiser) StarCraft reads the terrain underneath its space as buildable, even if there is a unit still occupying it.
-Disabling the Terran Bunker ensures you that the Player who owns the Terran Bunker will not be able to "unload" there units.



None.

Aug 16 2008, 7:44 pm LegacyWeapon Post #5



Invisible Bunkers

http://www.youtube.com/watch?v=35HqO9TyKA0

Post has been edited 1 time(s), last time on Aug 16 2008, 7:50 pm by LegacyWeapon.



None.

Aug 16 2008, 7:49 pm O)FaRTy1billion[MM] Post #6

👻 👾 👽 💪

Quote from poiuy_qwert
You have to use the trick of when you remove a building the terrain under it becomes buildable (not sure how long, probably just for the current trigger cycle).
... Until another building is built. :D



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Aug 16 2008, 7:51 pm LegacyWeapon Post #7



Quote from O)FaRTy1billion[MM]
Quote from poiuy_qwert
You have to use the trick of when you remove a building the terrain under it becomes buildable (not sure how long, probably just for the current trigger cycle).
... Until another building is built. :D
Or another building is moved to that location.



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Aug 16 2008, 9:22 pm 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

Quote from Brontobyte
Things To Know:
-3 Men is a wise choice because not all of the time will 4 Men enter a Terran Bunker due to displacement.
1 Man is even better if there's a chance many bunkers will shoot at the same time due to weapon sprite limit. Only 100 units can shoot the same time.
This is what completely destroys Income Def incase you know it.




Aug 16 2008, 10:55 pm O)FaRTy1billion[MM] Post #9

👻 👾 👽 💪

I've never had issues with 4...



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!
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Aug 17 2008, 1:21 am Brontobyte Post #10



Quote from NudeRaider
Quote from Brontobyte
Things To Know:
-3 Men is a wise choice because not all of the time will 4 Men enter a Terran Bunker due to displacement.
1 Man is even better if there's a chance many bunkers will shoot at the same time due to weapon sprite limit. Only 100 units can shoot the same time.
This is what completely destroys Income Def incase you know it.

Yeah, I never played it too serious but I can imagine what you're talking about.

Quote from O)FaRTy1billion[MM]
I've never had issues with 4...

Well with the method I mentioned the Terran Bunker will not be moved unless 4 Men are inside the Terran Bunker. To prevent a human player from messing this up, by clicking really fast and moving the units, you create the units for another player and then give them to the respective player thus the human factor is lessened.

With my Random Path Defense game I had to use 3 because the path walls would displace one of the Men created and it would take too long for it to enter the Terran Bunker. :P I could have done 4 units, but that would take like an extra 100 milliseconds. :bleh:



None.

Aug 17 2008, 4:02 am lilneo Post #11



Ok im sorry, ive tried everything and its just getting screwed up. im not sure what im suppost to do! do i put 200 buildings in one spot? (stacked) or do i place them legally but all in one location.... please someone walk me through every freaking thing
~lilneo




Aug 17 2008, 8:29 am NudeRaider Post #12

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

The buildings have to be stacked. Put a location with the same size as stack above it.
Then when you detect a depot, center 'bunker' (3x2) and 'enter' (5x4) on it and remove the depot. Now create a bunker and then the men at 'bunker' (preferrably for a comp player).
Execute the enter bunker ai at 'enter'.
Now wait short time (1-2 seconds) or detect when there's no units outside the bunker (at most 0 units at 'enter' iirc).
Then remove 1 building from the stack. Sc thinks now the ground at the stack location would be buildable.
As the final step move the bunker.

If you're still having trouble tell us which step is failing, so we can give you more specific help.




Aug 17 2008, 2:15 pm Falkoner Post #13



Quote
The buildings have to be stacked. Put a location with the same size as stack above it.
Then when you detect a depot, center 'bunker' (3x2) and 'enter' (5x4) on it and remove the depot. Now create a bunker and then the men at 'bunker' (preferrably for a comp player).
Execute the enter bunker ai at 'enter'.
Now wait short time (1-2 seconds) or detect when there's no units outside the bunker (at most 0 units at 'enter' iirc).
Then remove 1 building from the stack. Sc thinks now the ground at the stack location would be buildable.
As the final step move the bunker.

You know, the stacked buildings are actually unnecessary, all they do is allow the map maker to place all their buildings in one spot, the only thing you really have to do is move the building somewhere else. Of course, if you have a possible 200 or so bunkers, stacked buildings definitely work the best.



None.

Aug 17 2008, 2:18 pm Brontobyte Post #14



Quote from Falkoner
Quote
The buildings have to be stacked. Put a location with the same size as stack above it.
Then when you detect a depot, center 'bunker' (3x2) and 'enter' (5x4) on it and remove the depot. Now create a bunker and then the men at 'bunker' (preferrably for a comp player).
Execute the enter bunker ai at 'enter'.
Now wait short time (1-2 seconds) or detect when there's no units outside the bunker (at most 0 units at 'enter' iirc).
Then remove 1 building from the stack. Sc thinks now the ground at the stack location would be buildable.
As the final step move the bunker.

You know, the stacked buildings are actually unnecessary, all they do is allow the map maker to place all their buildings in one spot, the only thing you really have to do is move the building somewhere else. Of course, if you have a possible 200 or so bunkers, stacked buildings definitely work the best.

Won't it stack if you move it to an area where no one has vision? O_O'



None.

Aug 17 2008, 2:21 pm Falkoner Post #15



Lolno, :P the only reason you can stack when you don't have vision is because your worker doesn't realize it's building over something already there, SC isn't stupid, it knows it's moving the bunker over a building :P



None.

Aug 17 2008, 3:19 pm NudeRaider Post #16

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:
You know, the stacked buildings are actually unnecessary, all they do is allow the map maker to place all their buildings in one spot, the only thing you really have to do is move the building somewhere else. Of course, if you have more than 1 bunkers, stacked buildings definitely work the best.
*fix'd

Quote from name:
SC isn't stupid,
Erm... LOL! :lol:




Aug 18 2008, 1:17 am lilneo Post #17



Ok i think i got it covered, thanks. im gona try now but are you saying in income defense, theres 200 fleet beacons stacked ontop of each other?? lmfao funny how u dont realise that stuff
~lilneo
p.S. IT WORKS!! THANK YOU SO MUCH. i hope this map is awesome, ive never seen any like it

Post has been edited 1 time(s), last time on Aug 18 2008, 1:33 am by lilneo.




Aug 18 2008, 1:19 am Brontobyte Post #18



Quote from lilneo
Ok i think i got it covered, thanks. im gona try now but are you saying in income defense, theres 200 fleet beacons stacked ontop of each other?? lmfao funny how u dont realise that stuff
~lilneo

You would if you moved your screen over top of that area and tried to move your mouse. :P

LOTS OF UNITS = +LAG POINTS



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