View Full Version : Need Ideas for a map!
Dem0nS1ayer
05-25-2008, 12:18 PM
In a map that I'm making, I wanted to do a trigger so that when the player laid a spider mine, the mine would disappear and a floor gun trap would be placed there, but then I realized that you can't create floor gun traps. :cry: I need ideas of any units that can replace the role of the gun trap. Also, I don't want the unit to be able to move, but I don't want to use a siege tanks because it attacks slow and won't attack when units get near it. :concern: Any ideas?
Polkaman
05-25-2008, 12:49 PM
Lurkers?
If it's for a computer, you could create a photon cannon and do always, set doodad state, enable.
Sunken colony?
Example?
V
:P
EDIT AGIAN: Err before you play that map research the upgrade for spider mines in the editor, :P
Dem0nS1ayer
05-25-2008, 1:57 PM
LURKERS! Very good idea! Thank you Polkaman!! :D:D
BlademasterSlsh
05-25-2008, 2:24 PM
Bah! Anyone that says floor traps can't be moved needs to play a good RP!
Recall will move a floor trap (assuming, of course, that it belongs to the player who is recalling). I constructed an almost functional set up to do this, but I run into a slight stumbling block with the AI script for recall.
You will need to set aside an area of the map for placing your floor traps (have them belong to the computer so they don't start gunning each other down), giving one to the player when they lay a mine. Center a location on the floor trap and another on the spider mine (Before you remove it). Create an Arbiter in the spider mind location and recall the floor trap, removing the Arbiter after it is done.
Dem0nS1ayer
05-25-2008, 2:53 PM
I never said you couldn't move a floor trap, I said you couldn't create them. Read next time!
Dem0nS1ayer
05-25-2008, 4:33 PM
Oh no, I found a problem! :o I used Polkaman's idea by replacing the mines with lurkers. I didn't want the lurkers to be able to unburrow, so I disabled the burrow tech. Then, I realized that when I create the lurkers with the burrow property checked, they won't burrow because burrow is disabled! How can I make lurkers burrow, but then not have them come back up?
BlademasterSlsh
05-25-2008, 5:40 PM
FINE! Don't do it my way! See if I help you again!
Ok, I think I know the solution to your problem. Make a computer lurker (allied to everyone) and make sure the computer has burrow tech. Have the computer burrow, then give it to the player after it is burrowed, making sure that burrow tech is researched.
As for my earlier post, my mistake. But you got the point, that there is a work around if you want to use it.
Dem0nS1ayer
05-25-2008, 5:42 PM
Yes! I got to work! Whoo!!
BlademasterSlsh
05-25-2008, 6:09 PM
One problem down, onto the next!
Dem0nS1ayer
05-25-2008, 8:42 PM
Uh oh... Another problem. :rolleyes:
I got the whole lurker thing to work, but the lurkers can't attack. The attack button's not even there! Why is it not there???
ForTheSwarm
05-25-2008, 10:04 PM
Are they all burrowed?
BlademasterSlsh
05-25-2008, 10:04 PM
Wha...? This I have to see! Double check that the unit is becoming the players, that seems like it could be the problem...
A possible alternative might be to have a trigger that "reburrows" a Lurker if it pops up. A crude method of doing this would be to wait an elapsed time (a second would be my guess, so that even if the lurker was unburrowed it couldn't move in time), center a location on the Lurker, remove it, and create a new Lurker with properties "Burrowed". I want to say there is a cleaner way of doing that, but it should work if all else fails.... should being the key word...
Dem0nS1ayer
05-25-2008, 10:10 PM
Well the lurkers never pop up... They just don't have the attack option, which is really...odd...
BlademasterSlsh
05-25-2008, 10:13 PM
I got that, I'm just wondering if somehow, in some weird, twisted way, the Lurker's attack is tied to it's burrow (besides having to be burrowed). If it is, then you might be able to get around the problem by forcing it down.
...Is anyone else getting the mental image of Wack-A-Mole when they start thinking about this problem, with Lurkers being the moles... say, that would make a good UMS game...
neobowman
05-26-2008, 12:06 AM
I have no idea what's wrong but if it really doesn't work, you could always try using goliath turrets.
Dem0nS1ayer
05-26-2008, 12:37 PM
You can't create goliath turrets....
Durandal
05-26-2008, 12:43 PM
You could just use a disabled tank (not in siege mode). They're stationary and will shoot anything that comes near them. Or hell, you could even use a disabled bunker and then move it.
Dem0nS1ayer
05-26-2008, 1:19 PM
But I don't understand why my lurkers won't attack!!! :cry:
Twitch6000
05-26-2008, 1:31 PM
But I don't understand why my lurkers won't attack!!! :cry:
demon demon demon,you never did look at Energy Defense 2 well did you :p?
You do not have to make the computer allied.Just do what I told you on b.net.
The trigger will be so fast they won't attack it.Then when the enemy comes close to the lurker your lurker will attack by itself due to the ai.
So basically your problem is your allied with the computer.
Dem0nS1ayer
05-26-2008, 2:38 PM
Well I unallied the computer, and it still didn't work. :concern:
Polkaman
05-26-2008, 10:00 PM
Durandals a genius!
Them tanks in like snad castle warz! Them r cool
Oh and could you post the map for me to looky-looky?
Dem0nS1ayer
05-27-2008, 3:26 PM
Yeah, sure. Here's the map... I've barely done any triggers though.
Twitch6000
05-27-2008, 4:27 PM
Well I unallied the computer, and it still didn't work. :concern:
Ok explain what is not working?OR explain what you want to work?
Dem0nS1ayer
05-27-2008, 5:33 PM
Ok, when the Vulture lays down a mine, the mine is supposed to be removed and a burrowed lurker is created there. My trigger is this:
Player 1
Current player brings at least 1 Vulture Spider Mine at 'P1 Mines'
Remove all Vulture Spider Mine at 'P1 Mines' for Current Player
Create 1 Zerg Lurker for Player 7 at 'P1 Mines.' Add properties. (Burrowed)
Give all Zerg Lurker owned by Player 7 at 'P1 Mines' to Current Player
Preserve.
This works fine, but the lurker can't attack. It doesn't even have the attack button! the only button it has is the stop button.
BlademasterSlsh
05-27-2008, 6:04 PM
What the heck?!?!?!!!! I was playing single player, and accidentally left the speed on normal and my Civ was flying all over the place. Cranked it up to fastest and the vulture was insane!
And DANG! How long did you spend on the terrain?!
Back to the problem at hand... it might be tied to whatever is making your units not attack. You have to tell your units to attack or attack to in order to get them to attack Yellow, not exactly something that everyone will be thrilled about.
Still looking into the lurker issue... going to do some tests of my own... on a map where units attack...
Dem0nS1ayer
05-27-2008, 6:15 PM
Oh it's going really fast because I made it like that. :D If you place a scarab owned by player 15 before you place any other units, the units will go really fast.
And I spent like 4-5 hours on that terrain. I'm quite please with it! :D
Twitch6000
05-27-2008, 6:25 PM
Ok, when the Vulture lays down a mine, the mine is supposed to be removed and a burrowed lurker is created there. My trigger is this:
Player 1
Current player brings at least 1 Vulture Spider Mine at 'P1 Mines'
Remove all Vulture Spider Mine at 'P1 Mines' for Current Player
Create 1 Zerg Lurker for Player 7 at 'P1 Mines.' Add properties. (Burrowed)
Give all Zerg Lurker owned by Player 7 at 'P1 Mines' to Current Player
Preserve.
This works fine, but the lurker can't attack. It doesn't even have the attack button! the only button it has is the stop button.
It won't have the attack button because of a glitch.It should however attack when a enemy comes in its attack range.I will check your map to see if anything could be causing a problem.
Dem0nS1ayer
05-27-2008, 6:31 PM
That's what I thought, but I placed a unit owned by p8 (not allied with force 1), but when a lurker spawned near it, the lurker didn't attack. :(
Twitch6000
05-27-2008, 6:33 PM
That's what I thought, but I placed a unit owned by p8 (not allied with force 1), but when a lurker spawned near it, the lurker didn't attack. :(
Ok I tested the map.The lurkers attack but,you must have them allied due to having to right click.Double check your triggers.
Dem0nS1ayer
05-27-2008, 6:35 PM
Wait who do I ally? Player 7, Player 8?
Twitch6000
05-27-2008, 6:38 PM
Wait who do I ally? Player 7, Player 8?
That is the point you don't,you UNALLY them.
make player 7 and 8 unallied with the humans.
Dem0nS1ayer
05-27-2008, 7:15 PM
Well I unallied both player 7 and 8, but they still don't attack. :mad:
BlademasterSlsh
05-27-2008, 7:52 PM
Oh it's going really fast because I made it like that. :D If you place a scarab owned by player 15 before you place any other units, the units will go really fast.
And I spent like 4-5 hours on that terrain. I'm quite please with it! :D
And THAT is your glitch! Remove the scarab and everything works!
Twitch6000
05-27-2008, 8:12 PM
Well I unallied both player 7 and 8, but they still don't attack. :mad:
Ok I thought of an idea,during the ''spell'' in the action list put order attack.
If it still don't work and want the lurkers just tell people you have to right click.I think the speed boost is to blame on this.
ForTheSwarm
05-27-2008, 8:19 PM
Aha! So my hunch was right. Lurkers can only attack if burrowing is enabled/researched. I tried the map again with burrowing enabled, and the lurkers had the attack button.
Twitch6000
05-27-2008, 8:34 PM
Aha! So my hunch was right. Lurkers can only attack if burrowing is enabled/researched. I tried the map again with burrowing enabled, and the lurkers had the attack button.
incorrect they can still attack with burrowing disabled play energy defense 2 and see :p.
ForTheSwarm
05-27-2008, 8:35 PM
Well maybe they can still attack, but they don't have the attack button.
Twitch6000
05-27-2008, 8:36 PM
Well maybe they can still attack, but they don't have the attack button.
That is not a problem since they have a ai...It is just demon is using a glitch messing the ai up.
Dem0nS1ayer
05-27-2008, 8:43 PM
Aww man, you guys were right! :cry::cry: I really liked the super fast thing too....
Twitch6000
05-27-2008, 8:46 PM
Aww man, you guys were right! :cry::cry: I really liked the super fast thing too....
well it makes your map neat,Like I said if you want to keep the lurker spell and speed just tell them to right click to attack.It would make it harder ;).
BlademasterSlsh
05-27-2008, 9:18 PM
That is not a problem since they have a ai...It is just demon is using a glitch messing the ai up.
I said that, what, 4 posts ago?
In either case, problem solved. You might want to save that speed thing for an all player vs player game, something where the speed is just too much... like if they are driving Interceptors...
Dem0nS1ayer
05-31-2008, 12:55 PM
AHHHHHHHH NEW PROBLEM! :o
I want to make a trigger that'll remove the enemies from a player's base if the player isn't there. Here's the trigger I made:
Elapsed Time is at least 10 game seconds.
Player 1 commands at most 0 [any unit].
Remove all [men] owned by Player 8 at 'Red Enemy Spawn'.
And I did that for players 1, 2, and 3 also, but it doesn't work! :( The units still come...
BlademasterSlsh
05-31-2008, 1:30 PM
I've always had trouble with "Elapsed Time." Try removing it and adding a "Preserve Trigger" at the end.
Durandal
05-31-2008, 2:11 PM
It was a player 14 scarab not too long ago. Stuff changes with every patch.
It's such a shame that it only works on pre-placed units, since the uses for faster units seem infinite.
Ling666
05-31-2008, 2:34 PM
I've always had trouble with "Elapsed Time." Try removing it and adding a "Preserve Trigger" at the end.
I think it's just the preserve trigger part.
Twitch6000
05-31-2008, 2:37 PM
It was a player 14 scarab not too long ago. Stuff changes with every patch.
It's such a shame that it only works on pre-placed units, since the uses for faster units seem infinite.
well now it works for created units aswell :p.
Durandal
05-31-2008, 4:25 PM
How is that even possible? The scarab disappears once the game starts, so it shouldn't have any lasting effects.
Dem0nS1ayer
05-31-2008, 4:37 PM
Well I took the scarab out, and I forgot to write Preserve Trigger for my previous post. Sorry 'bout that!
Twitch6000
06-04-2008, 1:27 PM
How is that even possible? The scarab disappears once the game starts, so it shouldn't have any lasting effects.
That is a question only a better modder should know.Killerkow where are you :p,or DoA.
Durandal
06-04-2008, 1:41 PM
I don't know if KoW could answer that, but I'm hoping DoA can maybe clarify this.
Dem0nS1ayer
06-04-2008, 5:54 PM
Ugh... NEW PROBLEM! :(
In my map, the level starts when the countdown timer is at 0. I add 1 DT as a level counter every time the level starts. The problem is, while the enemies are running down the path, the countdown timer is still at 0, so the DTs keep spawning, making all the other levels spawn at the same time. :concern: I don't want to add a countdown timer while the level is running because that'd be pointless, but I don't know what to do. :concern:
Also, if any of you have played Oo.Vic.oO's Path Defense, you'll know that the SCV is removed when the level starts, then is created after the level. What trigger would I make for that?
Twitch6000
06-04-2008, 8:17 PM
Ugh... NEW PROBLEM! :(
In my map, the level starts when the countdown timer is at 0. I add 1 DT as a level counter every time the level starts. The problem is, while the enemies are running down the path, the countdown timer is still at 0, so the DTs keep spawning, making all the other levels spawn at the same time. :concern: I don't want to add a countdown timer while the level is running because that'd be pointless, but I don't know what to do. :concern:
Also, if any of you have played Oo.Vic.oO's Path Defense, you'll know that the SCV is removed when the level starts, then is created after the level. What trigger would I make for that?
Well for your level trigger it seems you are having a condition issue again.Post the trigger?
For the question on ViC's map he doesn't remove it he moves it then moves it back.I believe he sets a switch when the level is active then clears it when inactive.
BlademasterSlsh
06-04-2008, 8:25 PM
Player 1
Condition:
Countdown timer is exactly 0 game seconds
Action:
Modify Countdown Timer: Set to (number of seconds it starts at) seconds
Pause the countdown timer
Center location labeled 'SCV tracker 1' on SCV owned by Player 1 at Anywhere
Move 1 SCV for Player 1 at 'SCV tracker 1' to 'SCV Storage'
Preserve Trigger
That should do it :)
Dem0nS1ayer
06-06-2008, 4:59 PM
Hmm I did that and it still didn't work. :concern: Here's the map if any of you wanna take a look at it.
BlademasterSlsh
06-06-2008, 7:45 PM
Ok, I'll point out everything I notice... Hopefully a solution will be in here too
-Starer doesn't start, it delays. Instead of skipping strait to the level it sets the timer to 60 seconds and moves the civ.
-For "Testers" the 'T' and part of the first 'E' flash. Not sure if this is intentional or a glitch
SOLUTION:
Ha! Found your issue. You have your conditions set up in order. "If contains 0 DT" "If contains 1 DT", yet you add a DT after each condition! Thus, the first trigger fulfills the requirement for the second, the second for the third, so on and so on. Put them in Reverse order and you wont have that problem!
-New Problem: Your next level doesn't start :P
[Edit] Do I get my name in the tester section or what :)
Dem0nS1ayer
06-06-2008, 10:19 PM
Well actually Twitch talked me into using a new method of starting the levels by using death counters, and I've got more problems, but I don't wanna sound like a whining noob so I'll keep those problems to myself. :)
Sure, you can go into the testers section... I need people to go in there. :P
BlademasterSlsh
06-06-2008, 10:23 PM
Please and thank you! Dark Templar unit is preferred, Zealot is second best :)
Twitch6000
06-07-2008, 2:23 PM
IF I go into the tester spot I DEMAND fenix dragoon :p,
Anyways for your new bugs talk to me on b.net and I'll help you out.
Twitch6000
06-07-2008, 2:23 PM
delete this
Dem0nS1ayer
06-07-2008, 2:38 PM
Sorry, I'm all ready using Fenix goon as a unit. I made you a scout. :P
DarkMirror
06-07-2008, 2:46 PM
Am I something?
Dem0nS1ayer
06-07-2008, 3:11 PM
Test my map, then you will be. ;)
Dem0nS1ayer
06-09-2008, 6:12 PM
Zomg this map hates me I swear. When the countdown timer gets to 0, nothing happens. The countdown timer goes back to 60 seconds and starts counting down, but no units come. If the timer gets to 0, then resets itself, and I use the civi to start the level, TWO lvls will start because the timer for 1 lvl all ready ended. My problem is that the levels won't start on their own. I have to move the civi to the 'start level' thing in order for the units to come. :concern:
Ling666
06-09-2008, 8:04 PM
"Countdown Timer is at most 0 seconds"?
I believe that is the problem. I'd suggest something like at most 1. Otherwise it would be at exactly 0, but the countdown has reseted by then, right?
BlademasterSlsh
06-09-2008, 8:41 PM
I tested Ling666's solution, and it works after you make the change.
Dem0nS1ayer
06-09-2008, 9:24 PM
I made the trigger so that the timer was reset after the units were made, so I don't see why that's a problem, but whatever...
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