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    posted a message on (Solved) Help with the site operations actor...

    SUCCESS!!!

    The site operation (explicit rotation) is what ended up working for me. The end result is exactly what I was looking for! My train is now operating as a normal unit. Thanks again, Kueken. It's funny how simple my issue was...by not having all the fields visible, I caused myself a lot of time but it was worth it. I think I have learned much from this. Thanks again. I really appreciate it!

    Posted in: Data
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    posted a message on (Solved) Help with the site operations actor...

    @Kueken531: Go

    Thank you for the reply, Kueken. That helped alot! I have infact located the properties via the advanced values. I knew there had to be a simple solution to that, no wonder I was getting lost! Anyway, I am now working on fixing my monrail train. I havn't got it to face the right direction yet so I think I will rebuild the file from scratch. I messed around with alot of stuff so there may be something bad affecting my monorail actor. It is no biggy, I am using a blank map for testing and it doesn't take long to get back to where i was prior to creating the SOp actor.

    I am sort of wondering if this will produce the desired result in the end. I am hoping the unit will move, turn and generally behave like a normal unit. Anyway, I am off to take another stab at this. Hopefully, I can get my train to face the right direction!

    Posted in: Data
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    posted a message on (Solved) Help with the site operations actor...

    Hello all,

    I am having a bit of an issue with an actor I am creating. I have a custom unit that I created that is using the monorail engine model. It works like a normal unit but it is facing the wrong direction when it moves which makes it move sideways. I have read a couple of threads on this forum where the same issue was occuring. The apparent fix is to create a site operations actor and attach it to the monorail engine actor. Both methods suggested use a different approach but I have failed at either solution. I get as far as creating the site operations actor but seem to be getting lost on modifying the required properties. The solutions are as follows:

    "Sounds like another problem for a Site Operations actor, create one of type Forward Vector, modify the forward vector.

    Then add the SOp actor to the Host Site Operations of the unit's actor."

    I created the actor mentioned above but I have no idea what it means to modify the forward vector. I have looked through all the actor events in the in the dropdowns but can't seem to find out where the event is that would modify the forward vector. I am assuming I start with the Actor Creation event but after that I am not sure what is used to modify the forward vector. I could be doing this wrong and it seems trial and error will take a long time to figure out.

    The second thread I found seems to be a similar approach but I am having the same issue. I am unable to figure out how to modify the appropriate values as suggested. The suggestion is as follows:

    Oh yes yes there is a way ^.^

    1) Create a new actor of type Site Operation (Explicit Rotation). Let's call it "TurnBy90". 2) Set "Actor - Is Local" to true. 3) Set "Actor - Forward" to 1 / 0 / 0 4) Go to the actor of your unit you want to have rotated (the train). 5) Open "Hosting - Host Site Operations +" and write the actor ID into the "Operation" field (in this case "TurnBy90"). 6) Test it out.

    If the unit turns the wrong way, then change the 1 in step 3) to a -1 and it should be OK.

    I have no idea where to locate the properties located in steps 2 and 3. Again, I have looked through all the actors actions menus but have not found where this is located. I have tried a number of dfferent actions but I really don't think I have got close as what I have tried is not really what is being described in the above suggestions. I am clearly confused by this aspect of mapmaking and I am hoping someone can let me know what I may be doing wrong or perhaps provide more info/suggestions as to what the solution may be. I appreciate an responses and thank you in advance!

    Posted in: Data
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    posted a message on Stoping/starting units via trigger help...

    @SCmapnoob: Go

    Bingo! Ok, looks like I got this working now. The probe is now stopping where I want and continues on the path as it should. This is exactly what I want. The test file has been running for the last 19mins and is functioning properly. I added the wait for condition action as ZealNaga suggested and now the trigger is good to go. Also, the red diamond has disappeared. When I opened the file and when to the triggers, I got a invalid entry message in the log and the program reported that the entry was removed. So looks like it is good to go. Now I am ready to move onto the next stage of my project. I am really excited to have learned what I have learned here. It seems that even the average joe can do some really neat things with the editor with a little elbow grease and the right kind of help. Everyone here is awesome and I thank you all so much. Now I am off to conquer my city map! Cheers!

    Below is a final screenshot of the end result.

    Posted in: Triggers
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    posted a message on Stoping/starting units via trigger help...

    This is great info, thanks for all the replies. I am going to give this a try. I will post my results when I have this working. 3 days ago, I was pretty clueless as to how to operate triggers but things are slowly making sense. I appreciate all the help!

    Posted in: Triggers
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    posted a message on Stoping/starting units via trigger help...

    Hi again,

    Well, I have tried ZealNaga's suggestions and I have had some good results. I have got the unit to stop and move on point003 like I wanted. This is great. I have run into another issue however. Because this sequence is suppose to loop forever, I need this stop/go action to loop forever as well. I have found that the stop action only works once. After the unit travels around all the points and begins the actions again (ie moving to the same points as previous), the stop action seems to be ignored. I suspect it is because the wait for condition>distance between probe is no longer valid because the probe is in motion after the first loop so the position no longer applies. I tried a few different things and found that applying a repeat action to the wait for condition script allowed this action to repeat like I want but I have since changed the script and can't seem to get this to work anymore. I have no idea if that was the right approach but for awhile it seemed like I was on the right track, now I am not so sure...

    Anyway, I am hoping there is some additional script that I can use to allow this stop/go sequence to intiate everytime the loop resets. As it stands, it seems like it will only trigger once and then is ignored for the rest of the loop.

    If it is only possible to use this script once, I may have to revise my monorail idea so that it runs on one track and despawns and short while later comes back on a new track. I think I can make that work based on what I have learned so far.

    Anyway, if anyone has any suggestions, I would really appreciate it!

    The image below shows my existing script. The unit stops when it suppose to and starts moving to the next point when I want it to, but it will only do it once and then ignores the Wait for Condition action for the remainder of the loop.

    Also, I am going to try using the patrol method suggested by ZealNaga. Perhaps I may have more luck with that. Thanks in advance for any suggetions/input.

    PS> I noticed there is a red diamond on this trigger now. Does that mean there is an error wth the trigger? I didn't see that before so i am not sure if its indicating some kind of syntax error.

    Posted in: Triggers
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    posted a message on Stoping/starting units via trigger help...

    @ZealNaga: Go

    Hi ZealNaga, thank you for the info. I am going to give this a try and I will report back my results. What you are saying makes sense so I think I can get this. Mainly, my objective is just to go through the paces and learn the process of controlling a units movement. Ultimately, this is leading to a much more complex project that I am working on. I have an urban city map that is in the early stages of development. The "showpiece" of the map will involve what I am learning here with this trigger sequence. I am working on a monorail that has its train move on a track throughout the city that I am making. At first, I was content with just having the train move around the track but then I realized for the sake of realism, the train should stop at certian points such as a simulated train station. I have the train running on the track quite well but then I hit a brick wall with controlling its movement. Now I can see there is a logical way of doing this. I can't wait to try it out!

    Thanks so much for the advice, much appreciated!

    Posted in: Triggers
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    posted a message on Stoping/starting units via trigger help...

    @Bilxor: Go

    Hi Bilxor,Thanks for the reply! I just gave that a try and the movement triggers are delayed for the time I want but I want the delay to occur at a specific point. I tried adding the wait command after the unit stops but he just keeps going on his merry way =(

    I could have the wait command at the start of my order commands and plan the sequence around that but it seems to only do it once during the loop. I want the unit to always stop at the same point, wait there, and continue on. The sequence is a loop so the unit always needs to stop at the same point and wait for the specified time (in this case, the unit stops at point003 and needs to wait 10 seconds then continue to point004).

    If it helps, here is the code for the sequence I am tring to do (updated with the wait command):

    -------------------- Trigger: unit_move_test -------------------- bool gt_unit_move_test_Func (bool testConds, bool runActions) { Actions if (!runActions) { return true; }

    while (true) {

    UnitIssueOrder(UnitFromId(5), OrderTargetingPoint(AbilityCommand("move", 0), PointFromId(2)), c_orderQueueAddToEnd);

    UnitIssueOrder(UnitFromId(5), OrderTargetingPoint(AbilityCommand("move", 0), PointFromId(3)), c_orderQueueAddToEnd);

    UnitIssueOrder(UnitFromId(5), Order(AbilityCommand("stop", 0)), c_orderQueueAddToEnd); Wait(10.0, c_timeGame);

    UnitIssueOrder(UnitFromId(5), OrderTargetingPoint(AbilityCommand("move", 0), PointFromId(4)), c_orderQueueAddToEnd);

    UnitIssueOrder(UnitFromId(5), OrderTargetingPoint(AbilityCommand("move", 0), PointFromId(1)), c_orderQueueAddToEnd);

    Wait(0.5, c_timeGame); } return true; }

    Posted in: Triggers
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    posted a message on Stoping/starting units via trigger help...

    Hello all,

    I am just playing around with triggers as I am quite new to them. Right now I am just experimenting with issuing orders to a unit to move to specific points on the map. Basically, the unit travels in a circle when I have the points setup and the actions set to move the unit. I have got that working pretty good and I am using a loop to make the unit travel to each point forever. Now I want to stop the unit at a specific point and have it wait there for a specified period of time before it continues moving to the next point. Basically, the unit right now is moving between 4 points and stops at point003. I would like it to wait there for 10 seconds before moving to point004. I have got the unit to stop but it only stays there for a second before continuing to the next point.I want the unit to stay at point003 for at least 10 seconds but havn't found a way to do this.

    I have tried using a timer with a wait for timer trigger but either the unit doesn't stop for the amount of time I want or the unit stops and does not move again. Is there an easy way to do this. I found it quite easy to have the unit move to specific points and loop so it effectively runs in circles but I am having alot of trouble getting the unit to stop for a period of time before moving again.

    Any help/suggestions on this would be greatly appreciated. Thanks in advance.

    Posted in: Triggers
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    posted a message on No fly zone issue

    @Abion47: Go

    Thanks for the reply. Yea, I figured I was pretty well stuck with the tools available. I tried a few different no-fly zone setups. I had them positioned as smoothly as possible but I find the AI just isn't smart enough to negotiate them, I eventually just retooled the map I was working on...now air power will change the coarse of the battle. I hope blizz will eventually make no fly zones pathing the same way normal pathing works. It would make things much easier. For now, I just have to design my maps with the no fly zone in mind.

    Posted in: Melee Development
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    posted a message on No fly zone issue

    Hi all!

    I have a bit of an issue with a map I am working on. My map is just a standard melee map (mostly geared towards player vs ai). The map has some high mountians in the middle part of the map (256x256). I would like to make some of the mountians unpassable by air units. I have tried using the no fly zone pathing tool but I am finding the AI is getting confused when it approaches the no fly zone (ie the mountian). I am testing with a group of air units, when they encounter my "no fly zone", they get confused and either split up and go in opposite directions or they just stop and glitch out. The no fly zone is quite large so I had to use a bunch of no fly zone objects to block off the area. I find no fly zone works great for small areas but I am not having any luck with the larger areas. Is there another way to create a no fly zone? I tried setting up a region and giving it a playable area action via trigger but it didn't work. Is there any scripts/techniques that can be used to create a "large" no fly zone that doesn't confuse the AI?

    I appreciate any help and thank you in advance for your replies!

    Posted in: Melee Development
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