| 10-13-2003, 06:37 AM | #1 |
ok i have my little test map... i am making this trigger where if u hire a motar man hw will follow the barge whever it goes and it will fire on its own... and it will be invisble... the only problem i have is that it wont fire... it has to be somthing with the trigger i think... if anyone has played mech Warrior 1.1 u would know what i want my trigger to do... basically it is like a add-on weapon the automatically follows it and shoots... |
| 10-13-2003, 01:02 PM | #2 |
I use a similar trigger for my battle ship map. What is the cooldown on your move trigger? if it is too low, with too few units, it will move it before it can fire. I fixed this problem on my map a little bit by having it add some unvis units that have no attack at initalization. |
| 10-13-2003, 01:20 PM | #3 |
my cool down is 5... and here il post the exact triggers for the cooldown |
| 10-13-2003, 01:24 PM | #4 |
here it is adding weapons Events Time - Every 0.05 seconds of game time Conditions Actions Unit - Move (Random unit from P1_Weps) instantly to (Position of Sky Barge 0002 <gen>) |
| 10-13-2003, 01:25 PM | #5 |
here it is adding weapons Events Time - Every 0.05 seconds of game time Conditions Actions Unit - Move (Random unit from P1_Weps) instantly to (Position of Sky Barge 0002 <gen>) and here is my other... Buy Weps P1 Events Unit - A unit enters (Playable map area) Conditions (Owner of (Triggering unit)) Equal to Player 1 (Red) (Unit-type of (Triggering unit)) Equal to Mortar Team Actions Unit Group - Add (Triggering unit) to P1_Weps Game - Display to (Player group((Owner of (Triggering unit)))) the text: (you bought a new + (Name of (Triggering unit))) Animation - Change (Triggering unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency Unit - Turn collision for (Triggering unit) Off |
| 10-13-2003, 01:28 PM | #6 |
nice double post... anways, .05 is WAY WAY to fast, espessialy for 1 unit. Also make sure all units have a turning rate of 3(max). Mine is at .1 and ships have anwhere from 10-40 guns on them when they are fully built. |
| 10-13-2003, 06:01 PM | #7 |
U know hunter turn rate is faster with how LOW the number is... so a turnrate of 3 will make the unit turn VERY VERY slowly, not quickly ^_^ just thot id say that.. this also works with any other animation type speeds like run animation speed etc... |
| 10-14-2003, 02:21 AM | #8 |
soo can anyone tell me the asnwer to my question? so just set the isntantly move rate to like 10? |
| 10-14-2003, 03:49 AM | #9 |
Firstly it isnt working because their already in Playable Map Area, so detecting when a unit goes there isnt going to help. |
| 10-14-2003, 07:44 PM | #10 |
What are you talking about? The trigger with is triggered as unit enter playable map is when you buy a unit, this adds it to a unit group that is the weapons. That is only triggered once, the OTHER trigger it what moves them, as he allready said, the problem is that they wont attack. This was because they were moving too fast. Yes set it to .10, and make it place 3-5 invisable peasents on it as well at the beginning of the map, trust me ul want it, well maybe only 1or 2 because you only have 1 point(as opposed to my 3 points) |
| 10-14-2003, 08:43 PM | #11 |
ok thx il try that:gsmile: |
| 10-14-2003, 09:15 PM | #12 |
here hunter tell me what u think now... i set the movement rate on the trigger to .10... do u think i should set the turn rate to max? or what... or if it is fine already |
| 10-14-2003, 10:51 PM | #13 |
You could just have a trigger that says when the ship issues an attack order to move the weapon to the ship and fire on the targeted unit. |
| 10-15-2003, 02:13 AM | #14 |
thx il try that! good idea |
