Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Moveunits doesn't work! Need help fast!
Moveunits doesn't work! Need help fast!
Mar 8 2008, 10:38 am
By: shafka  

Mar 8 2008, 10:38 am shafka Post #1



Ok, i'll try be as clear as possible...
There is one location where units are, and there is other location to which those units are moved, when you need to choose them. This is trigger after u choose 1 of 3 units:

Bring(P7, Exactly, 2, AnyUnit, P1 CHOOSE UNITS);

KillUnitAt(All, AnyUnit, P1 CHOOSE UNITS, P7);
MoveUnit(1, AnyUnit, CurrentPlayer, RANDOM UNITS, UNIT 1 P1);
MoveUnit(1, AnyUnit, CurrentPlayer, RANDOM UNITS, UNIT 2 P1);
MoveUnit(1, AnyUnit, CurrentPlayer, RANDOM UNITS, UNIT 3 P1);
PreserveTrigger();

So...my problem is: as i know there are limitations for units, and to avoid useless killing of them i decided, to get them back to that random unit place where they are located, so instead of KillUnitsAt i tried to use MoveUnit command, like this:

MoveUnit(All, AnyUnit, P7, P1 CHOOSE UNITS, RANDOM UNITS RESET);
MoveUnit(1, AnyUnit, CurrentPlayer, RANDOM UNITS, UNIT 1 P1);
MoveUnit(1, AnyUnit, CurrentPlayer, RANDOM UNITS, UNIT 2 P1);
MoveUnit(1, AnyUnit, CurrentPlayer, RANDOM UNITS, UNIT 3 P1);
PreserveTrigger();

This command work till: those 2 units which are left after choosing, is moved to my location, BUT new units doesn't apear!!! WTF???? why with KillUnitsAt they appear after killing, and with MoveUnits command when they are moved back to start location, new units does not appear after they're moved?

If Anyone can help with this please reply :) thank you for your time



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Mar 8 2008, 10:43 am who Post #2



does the "p1 choose units" location happen to overlap the "Unit 1 P1" location?



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Mar 8 2008, 11:23 am NudeRaider Post #3

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

You said you wanted to be clear but you should tell us where the locations and the units are when these triggers fire or we can guess what is happening.

I don't understand what's going on at all...
Try writing the triggers or explaining them.
Code is hard to read if you have no clue whats supposed to happen.




Mar 8 2008, 12:15 pm shafka Post #4



Ok...i'll try explaining... There is location with units as i said which are moved to choosing locations at start of each level. The choose location is consistent with 8 locations:
1. P1 CHOOSE UNITS (square form which contains other lcoations)
2. P1 GET UNIT 1 (u walk there and get that unit which is in this location)
3. P1 GET UNIT 2 --"--
4. P1 GET UNIT 3 --"--
5. UNIT 1 P1 (it's a location to which 1 unit is moved from where they all are)
6. UNIT 2 P1
7. UNIT 3 P1

So basicaly the idea is: when u choose ex. Level 1, u get civilian, and from all unit location 3 units are being moved to Unit 1, 2 ,3 for Player 1 (5,6,7) Then u choose 1 unit (when u get to locations (2,3,4) u get that unit, and then other are killed and new ones are moved, based on howm any civs u get to choose units. And there is problem whichc i asked u to help with



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Mar 8 2008, 1:02 pm who Post #5



i think you should post up the map; it's kind of confusing and it would help if we could see all the triggers and locations



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Mar 8 2008, 1:32 pm shafka Post #6



OK here it is...looking forward for help

Attachments:
Impossible Nirvana.scx
Hits: 2 Size: 407.54kb



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Mar 8 2008, 2:29 pm NudeRaider Post #7

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

Uhm so you are trying to implement a level chooser. The choosing takes place at P1 choose units
And dependent on that level you give the players their units at the right spots UNIT 1-3 P1,5-7.

So you have a couple of locations to choose the level from (P1,5-7 GET UNIT 1-3) and on that beacon the units you get for that level are standing?
Then make a triggers like this:

C: Player 1 brings at least 1 civ to 'P1 GET UNIT 1'
A: Remove all civ of P1
A: Move <unit of P1, level 1> at 'P1 GET UNIT 1' to UNIT 1 P1
A: Move <unit of P5, level 1> at 'P5 GET UNIT 1' to UNIT 1 P5
A: Move <unit of P6, level 1> at 'P6 GET UNIT 1' to UNIT 1 P6
A: Move <unit of P7, level 1> at 'P7 GET UNIT 1' to UNIT 1 P7

C: Player 1 brings at least 1 civ to 'P1 GET UNIT 2'
A: Remove all civ of P1
A: Move <unit of P1, level 2> at 'P1 GET UNIT 2' to UNIT 2 P1
A: Move <unit of P5, level 2> at 'P5 GET UNIT 2' to UNIT 2 P5
A: Move <unit of P6, level 2> at 'P6 GET UNIT 2' to UNIT 2 P6
A: Move <unit of P7, level 2> at 'P7 GET UNIT 2' to UNIT 2 P7

C: Player 1 brings at least 1 civ to 'P1 GET UNIT 3'
A: Remove all civ of P1
A: Move <unit of P1, level 3> at 'P1 GET UNIT 3' to UNIT 3 P1
A: Move <unit of P5, level 3> at 'P5 GET UNIT 3' to UNIT 3 P5
A: Move <unit of P6, level 3> at 'P6 GET UNIT 3' to UNIT 3 P6
A: Move <unit of P7, level 3> at 'P7 GET UNIT 3' to UNIT 3 P7




Mar 8 2008, 2:51 pm shafka Post #8



Hm....i think u didn't get that :) or maybe i'm not getting it, i posted my map, try it and you will see what i am talking about



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