Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Making an air unit un-movable
Making an air unit un-movable
Feb 16 2010, 6:46 pm
By: RetPallylol  

Feb 16 2010, 6:46 pm RetPallylol Post #1



Hi guys, I'm trying to implement a drop ship inventory system. I need the ship to be bound to one spot. I have tried the "Move Unit" trigger onto the same spot with the preserve trigger, but I can still move it by clicking really fast. It ends up back in the original position due to the move unit trigger, but I've seen maps with this kind of system where I couldn't even get the drop ship to move an inch. I think I saw it in the "Dungeon Raiders" map.

Thanks so much for the help guys.



None.

Feb 16 2010, 6:51 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

Use hyper triggers. Check the wiki.

Use an inverted location to detect when the dropship has moved 1 pixel, then move it back so you have no chance of lag.

Move the dropship to a location off the map (can probably still force the dropship to move a bit, not ideal).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 16 2010, 6:52 pm CecilSunkure Post #3



You probably need hyper triggers, since the person playing can order the dropship faster than the trigger cycling.

http://www.staredit.net/?p=tutorials&tut=17

Hyper triggers will allow your triggers to fire faster than a person should be able to order the dropship away.

[Edit]Lol, you probably don't want to mess with inverted locations.



None.

Feb 16 2010, 7:09 pm RetPallylol Post #4



Ahh thank you very much gents. Time to learn hyper triggers.



None.

Feb 16 2010, 8:09 pm rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

It's VERY simple. Be warned, though. They make all your triggers run faster, and can cause wait blocks, so here's a few tips: Use [wiki]death counters[/wiki] to slow the trigger down and in place of any wait you might have. If you have triggers preserved, they will run 12 times a second, rather than once every 2 seconds (approx).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
Please log in to shout.


Members Online: O)FaRTy1billion[MM]