I have been searching everywhere and still can't find the answer. I want to make it so that whenever you drop a unit, it will enter the dropship again and spawn a unit for you. Any way to do that? If you can, can you tell me the exact triggers on how to do it..? I can't get it to work. And yes I made one location with high elevation detection and one with low elevation detection. Thanks and sorry for my bad English!
None.
>be faceless void >mfw I have no face
http://www.staredit.net/wiki/Selection_SystemsScroll down a bit. Basically, have a location with a dropship above, and if a terran marine (for example) comes to that location, run the Ai script that reloads it into the dropship. Then run the action that creates a unit.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
http://www.staredit.net/wiki/Selection_SystemsScroll down a bit. Basically, have a location with a dropship above, and if a terran marine (for example) comes to that location, run the Ai script that reloads it into the dropship. Then run the action that creates a unit.
You forgot to mention that the location that detects the marine must have air elevation markers unchecked.
None.
Looks like wiki isn't written yet. There's a few triggers, which I won't write out, but these are the things you need to know:
Bring 1 unit to ground only location.
Run AI Script enter transport at ground only location (doesn't have to be, but that's where the dropship is.
There are many maps which use this (rush for example), and all you need to do is open up the triggers in SCMDraft's trigedit, copy/paste into notepad, then search for the run ai script action. It should lead you eventually to the system tux used to make it.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
>be faceless void >mfw I have no face
http://www.staredit.net/wiki/Selection_SystemsScroll down a bit. Basically, have a location with a dropship above, and if a terran marine (for example) comes to that location, run the Ai script that reloads it into the dropship. Then run the action that creates a unit.
You forgot to mention that the location that detects the marine must have air elevation markers unchecked.
He said he had two locations with different elevation.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
http://www.staredit.net/wiki/Selection_SystemsScroll down a bit. Basically, have a location with a dropship above, and if a terran marine (for example) comes to that location, run the Ai script that reloads it into the dropship. Then run the action that creates a unit.
You forgot to mention that the location that detects the marine must have air elevation markers unchecked.
He said he had two locations with different elevation.
I get the feeling that you hardly know how it works. Different elevations on the same plane means nothing; he is trying to detect it loaded in the High ground and the dropped unit in the Low ground. This is completely wrong.
None.
>be faceless void >mfw I have no face
I assumed he meant he had one location to detect ground, and one for the dropship. My bad if he didn't.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
Here's what I did. It didn't work though, I tried to drop the Zealot hero but it didn't work.
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Bring at least 1 "Thermal Visor (Zealot)" to "Dropship System (Location with air markers unchecked)".
Bring exactly 0 "USING - Thermal Visor (Observer)" to "THE GAME (Arena)"
Note: Just making sure that you can only have ONE of these in the arena Bring at least 1 "[any unit]" to "game has started (Just making sure that the arena round has begun)"
Actions:
Create Unit 1 "USING - Thermal Visor (Creating the unit)" at "P1(Centerlocationed on hero unit)" for "Current Player"
Display Text Message: "(Blank)"
Display Text Message: "THERMAL VISOR ENABLED."
Run AI Script At Location, "Enter Dropship (actually "enter transport")" at "Dropship System (Location with air markers unchecked)".
Preserve Trigger();
None.
>be faceless void >mfw I have no face
You want a second location that HAS air flags checked, as well as ground ones. That would be used in the actions for the Ai script.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
I did but it's still not unloading the unit.
None.
i was udner the impression that ai scripts can only be used on computers? =O
im raelly confused
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
Unloading the unit is done manually. The loading is done via triggers (ai script). Make sure you have walkable ground under the dropship.
Many ai scipts don't affect humans, but some (like loading dropships and bunkers) do.
>be faceless void >mfw I have no face
He is already unloading manually, it's the reloading that doesn't work.
Make a test trigger that has Always as its ONLY condition, and try that.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
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
He is already unloading manually, it's the reloading that doesn't work.
Make a test trigger that has Always as its ONLY condition, and try that.
I did but it's still not
unloading the unit.
>be faceless void >mfw I have no face
I fail.
Here's what I did. It didn't work though, I tried to drop the Zealot hero but it didn't work.
Mate, are you unloading by clicking the zealot inside the dropship? If so, what happens? Does it come out and not load back in, or does it not come out at all?
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
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
Is it possible that you have a 2nd trigger that always loads the units into the dropship?
Maybe it
does come out when you click it but enters again so quickly that you can't see it.
>be faceless void >mfw I have no face
But his trigger would still run, so his obs should appear in the arena. My guess is the terrain underneath is unplaceable, or his conditions aren't being filled.
Red classic.
"In short, their absurdities are so extreme that it is painful even to quote them."
I fail.
Here's what I did. It didn't work though, I tried to drop the Zealot hero but it didn't work.
Mate, are you unloading by clicking the zealot inside the dropship? If so, what happens? Does it come out and not load back in, or does it not come out at all?
I'm unloading it by clicking on the zealot in the dropship but it's not coming out...
The terrain under the dropship is dirt by the way. I don't know what's going on in my map XD
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
There is no way to prevent units from exiting a drop ship, except if there's no room or the terrain underneath is unwalkable.
So the only possible explanation I see is that there's another trigger sending the unit back into the dropship faster than you can see it. You should hear the loading/unloading sounds though.
If that doesn't lead you anywhere post the map.
There is no way to prevent units from exiting a drop ship, except if there's no room or the terrain underneath is unwalkable.
Players: owner of shuttle
Conditions: owner of shuttle bring 0 units to ground location under the shuttle
Actions:
Order to all shuttles owned by "owner of shuttle" at "air location of shuttle" move to "air location of shuttle"
Preserve
Players: owner of shuttle
Conditions: owner of shuttle bring at least 1 unit to "ground location under the shuttle"
Actions:
Do some needed actions like "set deaths"
Move all units owned by "owner of shuttle" at "ground location under the shuttle" to "pixel location under the shuttle" (not sure that we need this)
Run ai script "load transport" at "ground location under the shuttle"
Preserve
What do you think? Will it work?
None.