possible?
Jul 19 2008, 8:59 am
By: studio  

Jul 19 2008, 8:59 am studio Post #1



i was wondering how would i go about doing this and if it is even possible..

ex: i have a probe and build pylon at loc1
else where in the map there is a wraith randomly moving around

when i build pylon at loc1, pylon at loc1 will move to wraith's current location but wat if the wraith moves to the pylon that was moved and i create another pylon at loc1.



None.

Jul 19 2008, 9:02 am KyleIs1337 Post #2



That would be pretty easy to make but I don't really get what you mean...I'd make it for you if you'd like...



None.

Jul 19 2008, 9:56 am studio Post #3



sure. it is easy but the "difficult part" is wat if it stacks?

say i build pylon at loc1, pylon will move to random location of wraith(elsewhere in map)
i build another pylon at loc1, pylon moves.. to the same location of previous MOVED pylon. :O possible? also wat if the wraith moves over unbuildable terrain..



None.

Jul 19 2008, 10:11 am Gigins Post #4



It's simple. Make a condition that makes sure there is no pylon under the wraith already.

Here is an example map. ;)



None.

Jul 19 2008, 10:28 am KyleIs1337 Post #5



Starcraft won't let you stack units with a trigger...and it really is quite easy. What would you be using this for anyway?



None.

Jul 19 2008, 8:29 pm studio Post #6



is there a junkyard dog type of trigger for buildings?



None.

Jul 19 2008, 8:54 pm M s4 Post #7



Buildings can't move. =)



None.

Jul 19 2008, 9:04 pm O)FaRTy1billion[MM] Post #8

👻 👾 👽 💪

Lifted off buildings and missile turret direction can move.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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Jul 19 2008, 9:11 pm studio Post #9



Quote from M s4
Buildings can't move. =)
well yea buildings cant move by themselves but u can move them with triggers :O



None.

Jul 20 2008, 2:57 am Clokr_ Post #10



Quote from O)FaRTy1billion[MM]
Lifted off buildings and missile turret direction can move.

The missile turret cannot move, it just has a turnable active overlay :P



?????

Jul 20 2008, 3:57 am Falkoner Post #11



Quote
Buildings can't move. =)

Actually, if you run the Junk Yard Dog AI on a terran building, when it's in the middle of its landing phase, it will slide around on the ground :)

I wonder if the Make These Units Patrol AI makes them slide too...



None.

Jul 20 2008, 4:14 am O)FaRTy1billion[MM] Post #12

👻 👾 👽 💪

Quote from Clokr_
Quote from O)FaRTy1billion[MM]
Lifted off buildings and missile turret direction can move.

The missile turret cannot move, it just has a turnable active overlay :P
Quote from O)FaRTy1billion[MM]
Lifted off buildings and missile turret direction can move.




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!

Jul 20 2008, 8:25 am studio Post #13



hm... i see.. is there a way to have like 1 burrow lurker moving around randomly and another burrowed lurker elsewhere but horizontal to the other lurker move and do the same thing?



None.

Jul 20 2008, 9:15 am Gigins Post #14



Why lurker? You can't build on burrowed units manually. Not sure about triggers. Use cloaked flying unit instead.



None.

Jul 20 2008, 11:36 am NudeRaider Post #15

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

Quote from studio
hm... i see.. is there a way to have like 1 burrow lurker moving around randomly and another burrowed lurker elsewhere but horizontal to the other lurker move and do the same thing?
When I understand it correctly you want to mirror the other lurkers movements?

You could set up a coordinate grid system and order the lurks along random coordinates. The horizontal displacement can simply be achieved by adding a certain value to the x coordinate of the grid.




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