| 12-16-2003, 09:12 AM | #1 |
I'm making a StarShip Trooper RPG map and i've got this part where burrowed warrior bugs ambush players. I basically copied the carrion beetle Lvl 3 burrowed and unburrowed and changed the stats. Changed the dependency equivalents to what it should be, normal and alternate form unit of the burrow spell was also altered to fit. I tried placing burrowed warriors, i tried placing unburrowed warriors with the burrow ability active. Neither works, when you get to them, both are above ground. Sometimes in fact i get them burrowed, but then they unburrow, burrow back again immediately and become totally invisible to player units even while attacking... So can anyone help me here? |
| 12-16-2003, 09:28 AM | #2 |
er.. i dont understand, is it a unit different to a crypt fiend? if so, this may be the problem cus it doenst have a burrow animation. |
| 12-16-2003, 09:40 AM | #3 |
nono, its the carrion beetles. They have the burrow ability to. I reskinned the things and im using them as SST's warrior bugs. I want them to unburrow and ambush players using camp acquisition range. I've preplaced them randomly across a part of the map. |
| 12-16-2003, 10:07 AM | #4 |
Have you tried placing them unburrowed and then putting this trigger in your map: Code:
Event
Elapsed time .1 seconds
Conditions
Actions
Pick all units in playable map area
If
Conditions
Picked unit is of type "WarriorBug"
Then
Order (picked unit to cast "Burrow")
Else
Do Nothing |
| 12-16-2003, 10:13 AM | #5 |
I suppose i should do that. Now why didn't i think of that before... silly me :) Thanks for the help. |
| 12-16-2003, 10:30 AM | #6 |
Glad to be of assistance. :D |
| 12-16-2003, 12:41 PM | #7 |
just for the sake of being the devils advocate why do .01 seconds? there is a map initilization event just so you know. |
| 12-16-2003, 01:20 PM | #8 |
Map initialization triggers have been the causes of possible sync problems. Or at least, so i gather from what i've read on the subject of WE bugs. So as a rule of thumb i myself have begun using time elapsed = 0.00 seconds instead of on map init. |
| 12-16-2003, 04:54 PM | #9 |
Why did I say .1 instead of map init? Simple. Map init runs DURING the screen that says "Loading"... Now HOW are you going to order a unit to do something when the unit doesn't even exist yet? And YES it doesn't exist yet, preplaced units are not TRUELY preplaced, they are placed via a trigger during the map init as well. Thats the same reason you can't create a leaderboard/multiboard during the map init. Because the map isn't open yet, so it can't show the leaderboard yet. |
| 12-16-2003, 09:22 PM | #10 |
well how can that be true. the meelee map initilization trigger (default) states that it creates all the creeps and wisps and the like before the map starts. if what you are saying is true then that could not be done! I don't know what your saying (it sounds like your shooting in the dark here) if the blizzard maps do exactly what you said can't be done |
| 12-16-2003, 10:04 PM | #11 |
the melee triggers CREATE the units during the map init. THEY DO NOT ORDER THE UNITS ON MAP INIT. AND IF YOU READ WHAT I SAID, I SAID UNITS ARE CREATED ON MAP INIT!!!!!!!!!!!!! I ain't shooting in the dark. I KNOW triggers. And I KNOW how they work. And you need to learn to read before trying to say everyones wrong. Certain things can NOT be done on Map Init. This includes ordering units, or creating Leaderboars/Mulitboards. Why. Because the map init is the "Loading" screen. You can't order units to do something before the game even starts, and you can't show a leaderboard DURING the loading screen. |
| 12-16-2003, 10:36 PM | #12 |
yes, certain things will not work on map init. Map initialization means that as soon as a players loading bar goes from loading to "waiting for other players" all map init triggers and duties happen. Waiting .01 secs actually waits till .01 secs after every1 actually starts playing. |
