I have triggers set up for a shrapnel bomb where when it goes off it sends shrapnel (interceptors) off in random directions, but i have one problem..I can't give interceptors from the computer to the player that laid the bomb.
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To give interceptors you must give the carriers they belong to.
But if you do that the junk yard script won't affect them. They'd just fly directly back to their carriers.
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Already discovered that, mostly im wondering if theres any other way of doing this. I would just leave them as computer interceptors, but it won't work right that way, they pretty much need to be player specific.
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Perhaps you could position the carriers around the edge of the map so the interceptors fly back in different directions.
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Well i would do that, but theres no space at all at the top map for the carrier to go without giving the person sight in an area they shouldn't be able to see..
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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
??? just dont give the player vision to the comps
You could always make the map bigger.
Unless it's already 265x265, in which case you might want to make it smaller.
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You can randomize some points around the explosion and then move locations to those points by using mobile grids. Then do whatever you want to do in those locations.
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The reason i want the shrapnel to be owned by the player who dropped the bomb is to determine who gets points for the kills from the shrapnel, because one mode of the map you can only win from getting kills. Scourges also work for this, as they're quite fast, and look good for the job too.
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But if you know what player must own the shrapnel units (interceptors/scourges), you must know who dropped the bomb. Hence, you know who to give kill points to if you use mobile grids. I'm assuming a shrapnel hit instantly kills the target? If so, it makes the job very easy.
I'm suggesting mobile grids because they would look much nicer and professional, not to mention that they are much more realistic (instant). I also see several problems with using air units, the main one being that they will not be able to instantly start motion at the same location - you'd have to either launch them with a delay or accept the fact that when they start at the explosion centre, they will be scattered across some area.
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I fixed them being scattered because the explosion is only ground units. And my map is pretty much done, so a mobile grid isn't exactly a good option atm...also considering the area that the bombs will be detonated in is somewhere around 128x64(tiles). And combined with hyper-triggers and a nicely sized location around the persons unit, the shrapnel kill looks instant. I pretty much have a working system using scourges for my map.
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