Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Interceptor movement
Interceptor movement
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Jul 10 2009, 12:47 am
By: Toothfariy  

Jul 10 2009, 12:47 am Toothfariy Post #1



Okay i've read a number of thigns about this, but it is not working for me.

Heres what i have
i extract the intrcepter and move it away from carrier

that part works fine.

when i try to order it to move, it doesnt.

Im using the 2 ai scripts "Set genearic command target @ location im trying to move to" and "Make these units patrol upper left @ where the intercepter is"


what am i doing wrong?



None.

Jul 10 2009, 12:55 am Falkoner Post #2



Are you running those AIs for the player who owns the interceptor, and is that player a computer(I'm not sure if it works for humans)?



None.

Jul 10 2009, 12:58 am Toothfariy Post #3



both yes



None.

Jul 10 2009, 1:00 am Falkoner Post #4



Are you sure that the location for the interceptor actually on it? I could test it over B.net and use a location hack to make sure.



None.

Jul 10 2009, 1:02 am Toothfariy Post #5



i'm absolutly sure, considering its a quite large location. i checked about 10 times before posting here.



None.

Jul 10 2009, 1:03 am Falkoner Post #6



Is there more than one interceptor inside the carrier that might be messing it up?



None.

Jul 10 2009, 1:05 am Toothfariy Post #7



that might be it though im not sure what to do about it

should i try modifying the hanger count?



None.

Jul 10 2009, 1:06 am Falkoner Post #8



Well, I would try doing the Move action on the interceptor first, moving it to a location, then using the AI on THAT location, since you now know that it's targeting the right interceptor.



None.

Jul 10 2009, 1:10 am Toothfariy Post #9



thats what im doing, and its stil not working :(



None.

Jul 10 2009, 1:18 am Vrael Post #10



Are you positive the trigger which orders the Intercepters is firing? Does it have a "preserve trigger" on it? You already said the correct computer player owns the AI trigger too right?

Try adding the action "Set switch 1" to the actons of the trigger which runs the AI script, then have a separate trigger to detect if "Switch 1 is set" and display a text message so you know it's firing.



None.

Jul 10 2009, 1:22 am Toothfariy Post #11



okay i guess the conditions are not being met for the ai script. nothing displayed for me

will a location detect if an intercepter is being brought to it? if not i guess ill try using some switches

edit: okay i think i got it now, ill post if a problem arises

Post has been edited 1 time(s), last time on Jul 10 2009, 1:39 am by Toothfariy.



None.

Jul 10 2009, 2:52 am rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

FYI Interceptors move outrageously fast. Make sure the location is 12 pixels or larger. Any less and there is a chance it will not be detected. To be safe, you should probably use a 33x33 at the minimum.



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

Jul 10 2009, 3:09 am Toothfariy Post #13



actually, the'ye only moving at 13, which is shadowed by the nuclear missles 33 XD

but thanks for the tip. :) my location is 46x28 so i think im good



None.

Jul 10 2009, 3:27 am rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

I calculated 13.33. If it's rounded, then sure, but I'm doubtful since it has to calculate trig functions when moving diagonally.

Also: 13.33*2-16=10.66.



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

Jul 10 2009, 4:20 am Toothfariy Post #15



okay i tried making this become a practial feature in my map, but not its not working. the intercepter keeps returning to the carrier, no matter what i do



None.

Jul 10 2009, 4:48 am Falkoner Post #16



Have you tried continually spamming the interceptor with the AI, I think that may be necessary



None.

Jul 10 2009, 4:58 am Toothfariy Post #17



Edit : Nvm got it workin finally

Post has been edited 2 time(s), last time on Jul 10 2009, 5:16 am by Toothfariy.



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