Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Invisible bunkers
Invisible bunkers
Apr 10 2008, 12:42 am
By: jetfusion  

Apr 10 2008, 12:42 am jetfusion Post #1



Ok how do i make invisible bunkers like not like they look cloaked like in tower d i mean like they just fire but the bunker just simply isn't there like path d how do you do this i have read a few tutorials saying you need to simply move the bunker after the rine are loaded into it BUT i tried this and it doesn't work heres the trigger i have

Trigger("Player 1"){
Conditions:
Command("Player 1", "Terran Supply Depot", At least, 1);

Actions:
Move Location("Player 1", "Terran Supply Depot", "Anywhere", "Red Bunker Move");
Wait(500);
Remove Unit("Player 1", "Terran Supply Depot");
Move Unit("Player 1", "Terran SCV", All, "Red Bunker Move", "Red SCV");
Create Unit("Player 1", "Terran Bunker", 1, "Red Bunker Move");
Create Unit("Player 1", "Terran Marine", 3, "Red Bunker Move");
Run AI Script At Location("EnBk", "Red Bunker Move");
Wait(500);
Move Unit("Player 1", "Terran Bunker", All, "Red Bunker Move", "Red Destroy");
Wait(500);
Move Unit("Player 1", "Terran SCV", All, "Red SCV", "Red Bunker Move");
Remove Unit At Location("Player 1", "Terran Bunker", All, "Red Destroy");
Preserve Trigger();
Comment("Red Bunker Invisible");
}
Any reason you can see why it is not working??



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Apr 10 2008, 12:47 am The_z0r Post #2



Oh whoops. Wrong thing.



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Apr 10 2008, 12:48 am jetfusion Post #3



wait so you have to cloak the bunker THEN move it? to make it invisible
OH lol hehehehehhe



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Apr 10 2008, 12:48 am The_z0r Post #4



Looking at this tutorial might help.

Post has been edited 1 time(s), last time on Apr 10 2008, 12:54 am by The_z0r.



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Apr 10 2008, 1:07 am LoveLess Post #5

Let me show you how to hump without making love.

The bunkers you are looking to create are made through simply MOVING the bunker through triggers with the Action "Move Unit".

Now, this is easy enough, but then the issue of space comes into play. One of the most common systems is stacking 50-100 buildings, then in the same trigger that moves the bunkers, remove one of the buildings from this stack and move the bunker there. This will seemlessly stack the bunker under them, a nice little trick someone found a while back.



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Apr 10 2008, 1:09 am NudeRaider Post #6

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

The biggest problem is that you remove the bunker after moving it away. No bunker, no shooting. ;)
Now you could preplace tons of (actually max. 255) 2x3 locations and move every new bunker to another location, but that would be neither location efficient nor space efficient.

There's a trick for this which you can also reread in the tutorial:
A bunch of preplaced, stacked buildings (for example crashed bc) and a location 'stack' over it.
Now before you move the filled bunker there you destroy one of the crashed bcs, so Starcraft will assume the place is buildable and you can move the bunker to 'stack'. DONE
Keep in mind that the size of your stack is you maximum bunker count! So be sure to place enough. But also not too many, because every replaced crashed bc is "converted" into 4 units: a bunker and 3 marines, all of which counting towards the 1700 unit max count. And this is reached fast with 8 players and a lot of spawned foes.

Optimize your trigger by removing your 1st and last waits and maybe increase the wait for the marines to enter the bunker. 500ms might not always be enough - especially when the map becomes crowded.
Even better would be to split the trigger where the wait is and to check for "exactly 3 marines" in a 1x1 location centered on the bunker. This will detect when all marines are inside and then move the bunker away.




Apr 10 2008, 1:10 am who Post #7



You can just cloak the bunker or move it. You don't need to cloak it before moving it.

offtopic: O.o my tut for that has HTML in it for some reason.



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Apr 10 2008, 1:15 am LoveLess Post #8

Let me show you how to hump without making love.

Gotta love LegacyWeapon:

For Your Viewing Pleasure



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[2026-7-18. : 2:27 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
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