I'm not really experienced with pathing, but I was wondering if there was anyway (triggers or data) to have a unit "appear" to enter or exit a structure. Point in question the utility bot critter entering a supply depot.
I don't want to disable the collision for the supply depot, because I don't want it to be able to be walked through by anything... same goes with the utility bot, I don't want it to be able to pass through everything.
Just put a region around the structure, then set up a trigger so that when they enter the region you make them dissapear or do whatever you want with the triggering unit.
All right, so my problem has evolved. This should be so simple, but it's rather aggravating.
I've got a supply depot that starts off in the down position with a region right in front of it.
So if a unit enters the region, the supply depot comes up (issue order) and the unit disappears (remove unit) and it goes back down again...
The problem that I'm having is this: I want to be able to spawn units from this location too, from the same region I used for the previous trigger but in reverse.
I have no idea how to go about doing this... I make a unit to the region and it goes back through the other trigger... I see the problem, in that the unit is removed shortly after entering the region... but I'm not sure exactly how else to approach the situation.
If you want you can create a variable (integer) to use as a condition on your initial trigger.
Just make the condition say Variable = 1
That way it won't remove any unit in that region unless you are ready for it (I'm not sure how often you want this to happen or under what circumstances, so this is the most basic solution I can give).
You can have your trigger that creates a unit in that region simply use the Set Variable action just before the unit is created and set your variable to 0, effectively deactivating your removal trigger until your unit is moved or you are ready to set your variable back to 1.
Thanks much, seems easy enough to implement... hopefully lol.
I'm just basically trying to make a repair bot that repairs base defenses, and the supply depot is acting as kinda it's "storage bay" if you will. The bay stays lowered unless a repair order is given in which it raises and releases the bot and re-lowers. It then raises again to take the bot in and goes back to it's original position.
To spawn the units from the different bays just type in "bay 1" or "bay 2" which will activate the left and right bays respectively. Right now it only spawns SCV's, but soon I'll make it into utility bot type things. I suppose before that I have to learn about making UI's and what not... -_-
Anyway, because of there being a problem with the supply depot animation not triggering properly when a unit was practically on top of it, the unit now dies if it's standing on it when you activate the bay.
If you're interested in the concept read this post
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I'm not really experienced with pathing, but I was wondering if there was anyway (triggers or data) to have a unit "appear" to enter or exit a structure. Point in question the utility bot critter entering a supply depot.
I don't want to disable the collision for the supply depot, because I don't want it to be able to be walked through by anything... same goes with the utility bot, I don't want it to be able to pass through everything.
Suggestions?
Thanks in advance.
Just put a region around the structure, then set up a trigger so that when they enter the region you make them dissapear or do whatever you want with the triggering unit.
All right, that's a simpler solution than I thought it would be.
You have my thanks. =]
All right, so my problem has evolved. This should be so simple, but it's rather aggravating.
I've got a supply depot that starts off in the down position with a region right in front of it.
So if a unit enters the region, the supply depot comes up (issue order) and the unit disappears (remove unit) and it goes back down again... The problem that I'm having is this: I want to be able to spawn units from this location too, from the same region I used for the previous trigger but in reverse.
I have no idea how to go about doing this... I make a unit to the region and it goes back through the other trigger... I see the problem, in that the unit is removed shortly after entering the region... but I'm not sure exactly how else to approach the situation.
Any pointers oh noble wise ones? I'm at a loss.
@zephraph: Go
If you want you can create a variable (integer) to use as a condition on your initial trigger.
Just make the condition say Variable = 1
That way it won't remove any unit in that region unless you are ready for it (I'm not sure how often you want this to happen or under what circumstances, so this is the most basic solution I can give).
You can have your trigger that creates a unit in that region simply use the Set Variable action just before the unit is created and set your variable to 0, effectively deactivating your removal trigger until your unit is moved or you are ready to set your variable back to 1.
@Zeban: Go
Thanks much, seems easy enough to implement... hopefully lol.
I'm just basically trying to make a repair bot that repairs base defenses, and the supply depot is acting as kinda it's "storage bay" if you will. The bay stays lowered unless a repair order is given in which it raises and releases the bot and re-lowers. It then raises again to take the bot in and goes back to it's original position.
That's the idea anyway. =]
To the trigger editor, away! -exits stage left-
All right, I got it working perfectly, many thanks to the two who contributed.
If anyone wants to know the final setup just let me know. =]
@zephraph: Go
This sounds pretty cool actually, I wouldn't mind seeing it.
@froznic: Go
Well, here's the link to the map:
Infection of Rew
To spawn the units from the different bays just type in "bay 1" or "bay 2" which will activate the left and right bays respectively. Right now it only spawns SCV's, but soon I'll make it into utility bot type things. I suppose before that I have to learn about making UI's and what not... -_-
Anyway, because of there being a problem with the supply depot animation not triggering properly when a unit was practically on top of it, the unit now dies if it's standing on it when you activate the bay.
If you're interested in the concept read this post