Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Unload Units from Bunker
Unload Units from Bunker
Jan 24 2010, 12:45 am
By: rayNimagi  

Jan 24 2010, 12:45 am rayNimagi Post #1



I need to order some units (that will be controlled by a human player) to automatically unload via a trigger. I searched through the "execute AI scripts" but only found "enter closest bunker." How can I order units to unload from a bunker?



Win by luck, lose by skill.

Jan 24 2010, 12:53 am rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

You click on the unit, or click the button that says unload all. That's all you can do. Apparently the "Exit Transport" script works.

If you don't mind losing hotkeys, kill the bunker, move the units away, then make a new bunker, and move the units back. If you don't want to have the residue, move the bunker, kill it there, make a new bunker in the old spot, and move the units.

Post has been edited 1 time(s), last time on Jan 24 2010, 6:40 pm by rockz.



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

Jan 24 2010, 12:54 am darksnow Post #3



does bring detect units in a bunker?
if so you could always center a location on the bunker, then move the marines out



None.

Jan 24 2010, 1:54 am Falkoner Post #4



There is an odd thing about bunkers though, if you say Bring Exactly 0 it will detect whether units are in a bunker or not, if you do Bring At Most 0, units in bunkers are ignored.

Honestly, the best way is to kill the bunker, order the units away, and then recreate it, or kill it, move the units elsewhere, recreate it, and then move them back.



None.

Jan 24 2010, 2:17 am darksnow Post #5



what if the bunker was previously damaged?



None.

Jan 24 2010, 2:47 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

then it's magically healed.

You can remove the units in the bunker, I suppose, but then you run into the same problem.



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

Jan 24 2010, 3:07 am darksnow Post #7



but isn't there a move command?
you can magically teleport them out



None.

Jan 24 2010, 3:23 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

no, doesn't work.



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

Jan 24 2010, 7:36 am O)FaRTy1billion[MM] Post #9

👻 👾 👽 💪

Why can't you just use Exit Transport AI script? I see no problems with it.



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Jan 24 2010, 9:26 am Falkoner Post #10



Are you serious?! I remember going through all sorts of trouble using a computer player and everything when making Random Quest RPG in order to make it work! I guess this is why I keep playing StarCraft, you learn something new all the time.



None.

Jan 24 2010, 4:55 pm darksnow Post #11



HOLY SHIET THERES A EXIT SCRIPT?



None.

Jan 24 2010, 11:55 pm Falkoner Post #12



I was under the impression it only worked for transports(dropships, shuttles, overlords), but testing shows that it also works on bunkers.



None.

Jan 25 2010, 10:04 am O)FaRTy1billion[MM] Post #13

👻 👾 👽 💪

Bunkers technically are transports, they just don't move anywhere. ;o



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jan 26 2010, 2:25 am rayNimagi Post #14



Thanks, I'll try the AI script.



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