Dropship system? Are you saying load into dropship? Cause that's just "Run AI script Enter Nearest Transport".
None.
You have a dropship, then you use the AI 'Enter dropship' so the units go in, then you have a location set to detect only ground, here's a tutorial on how to do it:

Then when they bring a unit to that location, it's because it has exited the dropship, making it a ground unit, so you detect that, do your actions, and order the unit back into the dropship.
None.
Ummm, I think it's like this
Players:
Player X
Conditions:
Player X brings exactly 1 Inventory item 1 to 'Location'
Actions:
What ever you want to happen
And ect. for all the other inventory items. And execute AI script enter closest transport to reload the transport thing. I don't know if this is true, I've never worked with this stuff, this is just a guess. And wtf is low air and medium air and high air... I didn't know that existed, does it affect the game because I've only noticed that some units are higher than others.
None.
That detects cliffs, here's all the elevations:
0 - Low
2 - Mid
4 - High
--Ashworld
Magma 0
Dirt 0
Lava 0
Shale 0
Broken Rock 0
High Dirt 4
High Lava 4
High Shale 4
--Badlands
Dirt 0
Mud 0
High Dirt 4
Water 0
Grass 0
High Grass 4
Structure 4
Asphalt 0
Rocky Ground 0
--Desert
Tar 0
Dirt 0
Dried Mud 0
Sand Dunes 0
Rocky Ground 0
Crags 0
Sandy Sunken Pit 2
Compund 2
High Dirt 2
Sand Dunes 2
High Crags 2
Sandy Sunken Pit 4
High Compund 4
--Ice WorldIce 0
Snow 0
Moguls 0
Dirt 0
Rocky Snow 0
Grass 0
Water 0
Outpost 2
High Snow 2
High Dirt 2
High Grass 2
High Water 2
High Outpost 4
--Installation
Substructure 0
Floor 2
Roof 0(4?) - the sides and everything are 4...
it might not be.
Substructure Plating 0
Plating 2
Substructure Panels 0
Bottomless Pit 0
--Jungle
Water 0
Dirt 0
Mud 0
Jungle 0
Rocky Ground 0
Ruins 0
Raised Jungle 2
Temple 2
High Dirt 2
High Jungle 2
High Ruins 2
High Raised Jungle 4
High Temple 4
--Space Platform
Space 0
Low Platform 0
Rusty Pit 0
Platform 2
Dark Platform 2
Plating 2
Solar Array 2
High Platform 4
High Plating 4
Elevated Catwalk 4
--Twilight
Water 0
Dirt 0
Mud 0
Crushed Rock 0
Crevices 0
Flagstones 0
Sunken Ground 0
Basilica 2
High Dirt 2
High Crushed Rock 2
High Flagstones 2
High Sunken Ground 0
High Basilica 4
None.
Ummm, constantly make a trigger moving it to the place you want it or make it so that if it moves out of the location, AKA into location 'boundaries' it will reset back to the normal position.
None.
Constantly ORDER it back to where you want it, have a location in a bunch of lifted CC's and constantly teleport it there, or constantly teleport it back to the stop, I like the order one the best, and all of them must use
Hyper Triggers.
None.

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
[...] or constantly teleport it back to the stop, I like the order one the best, and all of them must use hypertriggers
The last method (teleport back) doesnt need hypers. Just make the location large enough one cant fly out until the next trigger loop.
Uhm and I'm not sure but can it be dropping units would be much harder when teleported back by hypertriggers? Maybe Falkoner can add this info.
But it looks bad if you do that.
None.

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
But it looks bad if you do that.
Still its the method of choice if you DONT use hypers. I noticed complex maps may even SUFFER from hypertriggers, since some Computers may have lag problems.
Sad Example: Golden Knight RPG.
Great map, but hard to find players to play lag-free with.
Hyper triggers don't cause lag unless you are creating explosions or something with them on.
None.

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
Hyper triggers don't cause lag unless you are creating explosions or something with them on.
Uhm there are more reasons. For example when ordering many units.
I even experienced slight lag when I was changing a simple nexus map to use hypers.
But if you know more about it, PM me. We're getting off-topic
I recommend not moving or ordering the dropship constantly, but instead only when it leaves the place that it's supposed to be in.
None.
I recommend not moving or ordering the dropship constantly, but instead only when it leaves the place that it's supposed to be in.
Well, theres an idea, but I perfer not to try that, it can be toyed around with, I've gotten units out of it before.
None.
I recommend not moving or ordering the dropship constantly, but instead only when it leaves the place that it's supposed to be in.
Well, theres an idea, but I perfer not to try that, it can be toyed around with, I've gotten units out of it before.
Not possible, especially if the location is static.
Well, there's also extreme circumstances such as if you fill the location with a bunch of air units, that would get in the way of using a move action on it.
Post has been edited 1 time(s), last time on Sep 27 2007, 9:48 pm by devilesk.
None.
This is without hyper triggers of course.
None.
I like ordering with hypertriggers when they exit a tiny location the best, it always looks better since there is no choppy motions.
None.