Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Invisible Bunker System
Invisible Bunker System
Jan 17 2008, 3:40 pm
By: Impeached  

Jan 17 2008, 3:40 pm Impeached Post #1



It isn't quite working. The bunker gets moved, but to the wrong location.


Code
Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7","Player 8"){
Conditions:
    Bring("Current Player", "Terran Supply Depot", "Anywhere", Exactly, 1);
    Bring("Player 1", "Devouring One (Zergling)", "Gunner1 Ghost", Exactly, 1);
    Accumulate("Current Player", At least, 200, ore);

Actions:
    Comment("Gunner 1 - Make");
    Move Location("Current Player", "Terran Supply Depot", "Anywhere", "BunkerMaker");
    Remove Unit("Current Player", "Terran Supply Depot");
    Play WAV("sound\\glue\\bnetclick.wav", 0);
    Move Unit("Current Player", "Terran SCV", All, "BunkerMaker", "SCV");
    Create Unit("Current Player", "Terran Bunker", 1, "BunkerMaker");
    Create Unit("Current Player", "Terran Ghost", 1, "BunkerMaker");
    Run AI Script At Location("EnBk", "BunkerMaker");
    Set Deaths("Current Player", "Independent Starport", Set To, 10);
    Set Resources("Current Player", Subtract, 200, ore);
    Preserve Trigger();
}

//-----------------------------------------------------------------//


Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7","Player 8"){
Conditions:
    Deaths("Current Player", "Independent Starport", At least, 2);

Actions:
    Comment("Bunker Timer");
    Set Deaths("All players", "Independent Starport", Subtract, 1);
    Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 7","Player 8"){
Conditions:
    Deaths("Current Player", "Independent Starport", Exactly, 1);

Actions:
    Comment("Bunker Invisible");
    Set Deaths("All players", "Independent Starport", Set To, 0);
    Move Location("Current Player", "Protoss Observer", "Anywhere", "Bunker Move");
    Move Location("Current Player", "Terran Bunker", "Defense Area", "SCV Return");
    Move Unit("Current Player", "Terran Bunker", 1, "Defense Area", "Bunker Move");
    Move Unit("Current Player", "Terran SCV", 1, "SCV", "SCV Return");
    Set Invincibility("Current Player", "Terran Bunker", "Bunker Move", enabled);
    Preserve Trigger();
}

//-----------------------------------------------------------------//


Attachments:
TD.scx
Hits: 4 Size: 29.98kb



None.

Jan 17 2008, 9:49 pm Falkoner Post #2



Did you use anything to protect it at any point in time? Like Uberation perhaps?



None.

Jan 17 2008, 10:21 pm Impeached Post #3



Nope.



None.

Jan 18 2008, 2:32 am Fwop_ Post #4



Just moving the bunker under an observer won't stack them. You need to have preplaced stacked buildings (traditionally Crash Norads). Move location over the Norads, remove one of them, then move the bunker.

Also, you should probably separate the triggers from each of the players, my guess is, the error is because you have them for Player 1, 2, 3, etc.



None.

Jan 18 2008, 2:54 am who Post #5



lol, i forgot about that when I submitted that tutorial. should have made a test map.

also, it should work if the observer is placed correctly over the norads/stacked buildings, because it will still remove one and move the bunker over. I don't think there's a problem with the triggers being for P1, P2, P3, etc, because it uses current player anyway.
i looked at the map, and i still don't see why the location centers there. It's not even in the center of the map.



None.

Jan 18 2008, 2:56 am Fwop_ Post #6



You don't need the observer at all, you can just move the location over the stacked norads.



None.

Jan 18 2008, 3:55 am Impeached Post #7



I tried the stacked buildings, and it did the same thing. No clue why it keeps moving there.



None.

Jan 18 2008, 4:24 am Fwop_ Post #8



It's moving there when it's being displaced. Do the stacked buildings again but move them to a different location (I did it under the top left engineering bays and it worked), probably away from your null tiles. Or maybe just put another layer of tiles around the buildings.



None.

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[08:48 am]
NimoStar -- plus most of the human APM is just spam clicking APM inflation
[08:47 am]
NimoStar -- the thing with the "*12" thing is completely misleading. The AI isn't using two control groups, it can use each of those actions to command a single unit individually and issue different commands to each single unit.
[08:06 am]
NudeRaider -- NudeRaider
NudeRaider shouted: Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
*Pluto's wraiths
[08:05 am]
NudeRaider -- Oh_Man Artosis hasn't caught on how devastating the perfect focus fire is. With the mutas he was like "the Mutas always seem to have less hp than against a human". But he didn't notice that the flock he had selected always just had one muta that was hurt. Same with the wraiths here. He's talking about how valks+wraith is gonna destroy Pluto's valks, then 5s later he's dumbfounded the human player's air is just gone and he never figured out why. And for some reason didn't even think to go back and look at the battle.
[02:18 am]
Oh_Man -- Close enuf
[04:14 pm]
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[04:14 pm]
Vrael -- 240*12*2 is 5760, where is the other 240 APM?
[03:44 pm]
Oh_Man -- 1 action is selecting the unit and another action is moving it
[02:58 pm]
Vrael -- 240*12 is 2880, where is the other 3000 APM?
[02:55 pm]
Oh_Man -- another arty stream
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