Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Critter hold-position
Critter hold-position
Jan 31 2009, 8:38 pm
By: Dungeon-Master  

Jan 31 2009, 8:38 pm Dungeon-Master Post #1



Hey guys, i saw in a RP map that the critters were not moving. I know it can be done using move to and a location, but there is NO location under the critters at all... all i saw is that the critters were not moving and they were under the control of a computer...

My question is: Is that an issue that the critters do not junk yard dog when under the control of a computer or is it a trigger i missed?



None.

Jan 31 2009, 8:42 pm Biophysicist Post #2



Order the Critter to Patrol to its location.



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Jan 31 2009, 8:44 pm ForTheSwarm Post #3



Quote from Dungeon-Master
I know it can be done using move to and a location, but there is NO location under the critters at all...

lrn2readposts

Maybe they centered locations on the critters with the Move Location action. Then they had the critters move to that location.



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Jan 31 2009, 8:45 pm Biophysicist Post #4



You can re-use the same location.

lrn2cyclethroughunits



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Jan 31 2009, 8:46 pm Morphling Post #5



Kaias made this where you can move a critter but it won't move via junk yard. I'm not sure if this is what you want.

Attachments:
Nonjyd_Critter.scm
Hits: 4 Size: 39.04kb



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Jan 31 2009, 8:53 pm Dungeon-Master Post #6



Morphling, if I DO understand the map, it just massively orders the rhynadon to patrol to the location... i think the best way would be to do that and to recycle the location by using only that location for all critters



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Jan 31 2009, 10:36 pm pneumatic Post #7



You can do this by constantly Moving (NOT ordering) the critters to an unwalkable location, such as over water. That's why you don't see any location under the critters themselves.



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Jan 31 2009, 11:31 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

Yeah seriously guys, you have to read more carefully. When reading the topic title I, too, was immediatly reminded of Kaias' trick, but when I read the post it became clear that this is NOT what he means.
The main difference is that in Kaias' map you have still full control over the critters while preventing them wandering off when without order while Dungeon-Master wants to know how to completely freeze them.

Long story short: As ForTheSwarm/razorsnail already realized you have to move all critters to a location over unwalkable terrain (e.g. water) all the time. Hyper triggers recommended.




Jan 31 2009, 11:44 pm Falkoner Post #9



I just tested something, and I created the critter for a human player, and gave it to a computer via triggers, and it didn't move.



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Feb 1 2009, 12:01 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 Falkoner
I just tested something, and I created the critter for a human player, and gave it to a computer via triggers, and it didn't move.
That's remarkable.
I expanded that test and found out that critters that are preplaced or given to computer players 1-8 do not move. However they start their wandering if they are attacked.




Feb 3 2009, 12:05 am Dungeon-Master Post #11



... if invinsible, they won't start to move... thanks falkoner, NudeRaider and the others, it is a nice thing to know. Plus, i think i have to make the map hypers-less... but i'l make another topic to ask if it is what i need...

The topic is solved!



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