I got a problem, i need all computer air units within a Location to hold position and still fire enemies. Any suggestions? and I'm trying to plan on making the air unit limit for this trigger include as many air units as possible
None.
There is no trigger to induce the "Hold Position" state in AI enemies. What are you working on?
It is, however, possible to "stun" enemy air units by constantly moving them into a location that's outside the map. Stunned air units cannot fire, however.
(To do this, open the location dialog in SCMDraft and change its boundaries to values bigger than 8192.)
Alternatively you can cycle through the enemy air units and make them patrol to the same location that they're at, but I'm not certain if it'll actually issue a patrol command. Ideally, if it works, the units will still chase enemy units, but return to the patrol route after it is dead/out of vision.
None.
preplaced units don't move unless provoked and will return to their original position if they stray too far, unless they are a hero unit, in which case they will perform basic AI actions (cloak if attacked, run away if they can't attack the attacker) and follow anyone they can attack until the unit is destroyed, moved, or cloaked.
If you want to prevent units from moving, chances are they will be fairly slow and big as air units. You can place a location over where they should be, and if they move away from that location, order them to move back. If you want to increase the accuracy, you can use instead 2 locations: one location shouldn't be too large, something like a 32x32 location, and the other should be an inverted location. The inverted location will detect if the unit is there. If not, it will only have moved a few pixels, at which point you can move it from the 32x32 location back to the 32x32 location.
In order to save locations, you can pre-place units (burrowed zerglings are nice, you can also do cloaked buildings if the space is unwalkable). Center the two locations on the burrowed unit, then detect if the air unit is there. if it isn't, order it/move it back to the burrowed unit. If it is, don't bother doing anything. Give the burrowed unit to another player, then center again on the next burrowed unit. Rinse and repeat.
If you don't understand, someone here can give you either a concept map, or point you to a map that uses it.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
In order to save locations, you can pre-place units (burrowed zerglings are nice, you can also do cloaked buildings if the space is unwalkable). Center the two locations on the burrowed unit, then detect if the air unit is there. if it isn't, order it/move it back to the burrowed unit. If it is, don't bother doing anything. Give the burrowed unit to another player, then center again on the next burrowed unit. Rinse and repeat.
This might bring lag. You need only a single 32x32 location. Center it on the inverted one when movement detected and force the unit back in the same trigger (better with deselection/order, because it might get displaced by other units when using move).
Some.
Obviously more locations=less lag, but it also limits you to ~200 air units. Also, I didn't make the connection that when you center a location on nothing, it gets sent to the center of the second location. I knew it got sent to the middle of the map for anywhere conditions, but that's normally what I use.
I forgot I already did something like this in this map (very little lag):
http://www.staredit.net/files/609/It constantly orders units to a location based on where it is. It's not exactly what you should do, but pretty close.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

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
Anyone remember
Random beacon defense? I think that's what he's looking for.
Ahli once told me how it works, he's made a map or 2 with this concept, but - shame on me - I have long since forgotten.
If you can't get it from the map (or worse if I uploaded the wrong map) don't worry, I'll post the method soon (or get Ahli to do it).
there's an error opening the Random Beacon D map, is there a lock on this? and btw, this error happens when i try to open a LOT of maps.
None.

An artist's depiction of an Extended Unit Death
there's an error opening the Random Beacon D map, is there a lock on this? and btw, this error happens when i try to open a LOT of maps.
That's called map protection. Map makers generally don't want people opening and editing their maps, so they prevent it from opening in editors.
Here's an unprotected copy.

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
It is, however, possible to "stun" enemy air units by constantly moving them into a location that's outside the map. Stunned air units cannot fire, however.
Move units to an area where they cannot be moved to (location outside the map OR unwalkable terrain OR to flying CCs at the edge of a map).
Damned, I thought I wouldn't have to post here after I've read Aristocrat's post while I was typing my own (I didn't post then). ;D
Ahli once told me how it works, he's made a map or 2 with this concept, but - shame on me - I have long since forgotten.
To be exact, I've made a concept map where air units were towers but I didn't know how to freeze them. So I've used burrowed units to cycle through them all.
But I can't find it anymore (units had 1x1 location room to move, if they left it, they were recentered). I've only a protected version of it, I think.
alright, that's fine. I'll just make an 8 unit limit and code in 8 different 1x1 locations.
None.
alright, that's fine. I'll just make an 8 unit limit and code in 8 different 1x1 locations.
Inverted locations with the size of the unit as rockz said...
Some.
yea, this is my first map and i don't know what an inverted location is. Most of the answers you guys are giving me are
quite complicated...
I'm just trying to keep it simple
EDIT:
btw, sort of off topic - is there a way to get the computer to attack spawned add-ons? cause if you place an addon straight from the editor the addon is yours even w/out the main building, but spawning it in-game makes the addon in your color but only in neutral.
Post has been edited 1 time(s), last time on Aug 14 2010, 10:33 pm by NudeRaider. Reason: merged posts
None.
btw, sort of off topic - is there a way to get the computer to attack spawned add-ons? cause if you place an addon straight from the editor the addon is yours even w/out the main building, but spawning it in-game makes the addon in your color but only in neutral.
Computers will still attack it even if it's neutral if you used "create unit" for a player that the computer is not allied with.
None.
I'm just trying to keep it simple
Don't use air units, or figure something else out. Use turrets or something.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
Short example map arrived with a method that can be done in every map (move units to stacked CCs in the edge of the map).
Units can be moved (a little bit) and they slow down units below them.
Anyway, this is the easiest way to implement it.
And Nude, the units' attacks aren't canceled.
You can enable/disable the triggers with your editor to enable interceptor movement.
Attachments:
using a location off the map is better than stacked CCs.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
using a location off the map is better than stacked CCs.
It's not just more aesthetically pleasing; using an invalid location is also faster than making the game collision check with air units.
None.
Alright guys,
I guess xsoycdx doesn't get what we're talking about.
yea, this is my first map and i don't know what an inverted location is.
The location is defined by two points a = (ax, ay), b = (bx, by), where ax < bx, ay < by.
a.........
..........
..........
..........
.........b
You can manually switch them in location properties to make an inverted location:
1 2 3
.........b .........a b.........
.......... .......... ..........
.......... .......... ..........
.......... .......... ..........
a......... b......... .........a
Now, in the same location properties dialog you can put values which make the location be off the map.
Questions?
Some.