Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Unloadable Bunker/Create Units
Unloadable Bunker/Create Units
Aug 2 2009, 4:46 pm
By: newBorn  

Aug 2 2009, 4:46 pm newBorn Post #1



Please Read the Whole Post.
The problem is quite simple, the solution i afraid might be hard, hopefully its not.

I want to make a bunker spawn a few ghosts near it, pack it up and make the ghosts not capable of leaving the bunker, BUT i dont want to cloak it (disable.) since that would heavily mess up my plan. The map is a mix of diplomacy/zone control therefore giving forced vision is out of question, spawning detectors is also out of question since that would only complicate the already sophisticated gameplay, i need a solution which would do exacly what i said, but would have no downsides, like cloaking, plaguing the bunker, giving vision etc.

Hope sum1 already did this and know of a way.



None.

Aug 2 2009, 5:41 pm Madroc Post #2



Spamming the "enter bunker" ai right outside the bunker with hyper triggers should work I believe



None.

Aug 2 2009, 5:53 pm Kaias Post #3



Auto loading just might be your only option. You should also keep in mind that disabling a bunker doesn't cloak it until after its been detected. So if you disabled the bunkers for each player, they didn't have shared vision and had no detectors then each player would see their bunkers as detected cloaked units but every other player would see it normally, except unclickable and unattackable.



None.

Aug 2 2009, 7:46 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

Give it to a computer player.

Limit the number of bunkers you can have, keep track of them with a burrowed ling/devone, etc... then move the filled bunker away to a corner where you can't unload the unit. Place a building on top of the location where the bunker should go, then move a burrowed unit under it. When there is no building on top of the burrowed unit, kill the bunker and the burrowed unit.

Autoloading is probably the best option. If the ghosts are going to be unique, you can detect when they're out of the bunker and order them back into the bunker. A better option would be to give up on trying to get unloadable bunkers.



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