does anyone have tips on how to create a Neutral Bunker that any player can enter for protection as long as there is room and no enemy inside? You could have 2 marines from 2 different but allied players, each could order out up to the number of his units inside (not able to affect other occupants)
You could try having a trigger when a unit gets near the bunker becomes that player's and you may be able to pair that with stacking bunkers although IDK how that would work
Not sure if ally with shared control allow your unit to go inside their bunker.
But wouldn't it be cool if several different players can go into the same bunker, not sure if that's even possible.
I think this would need a bit of work as the transport system at the moment doesn't really support this. As I'm a programmer I would go with a mainly trigger approach to the problem probably (Please note that I am writing this off the top of my head without much thought put into it, there are probably better ways).
Now first of all you need to figure out how to show up the load/unload buttons for the players. This could be done with custom UI or optionally by giving the bunker to the player who selects it. I think I would rather go with a custom UI approach though, optionally checking units that enter loading range of the bunker to see if they have a move command to move to the bunker.
Now I would do one of two things,
1) I would not actually load the unit into the bunker, I would rather hide the unit and give it a custom value. Then set a custom value on the bunker so that I can find the unit again by just searching for hidden units in the area around the bunker. Also using a custom value to track the amount of units in the bunker and who owns them. Then I would just create/remove dummy units of the same type inside the bunker to get it to fire.
2) Set a custom value on the unit to identify which player it belonged to, give it to the neutral player and then loading it into the bunker. That way you can retrieve the unit and give it back when it is unloaded / bunker is destroyed.
Edit:
One alternate idea is to have an invisible bunker (needs no model, just needs to work for units shooting out of it) near the bunkers for each player that can load units in. Then load the units in that, but it still needs to be synchronized with the bunker for space / on death / unloading.
You're making this far too complicated. Change the filters on "Bunker - Load/Unload" to allow allies, and then trigger up shared control between all players and the neutral bunker-owner.
All allies will be able to control the bunker, and it can use load-unload on all allies.
Thanks everyone, I appreciate all ideas. Ideally it would be great to have a solution that could also apply to transports and it would be great to have the possibility for a Pilot(civilian colonist) character or Ghost to enter an abandoned empty vehicle (goliath, landed viking, seige tank) and use it and then eject if the vehicle is destroyed, this would be very useful for mech type games (the old Metal Warrior for for an old nintendo console was a blast) and opens other possiblity like the snipe ability sniping the pilot of a vehicle so you can steal and use it (as in BattleZone 2) ;)
I was playing with changing ownership of a Hercules and I found that the cargo of units inside would change ownership as well. Dont think you can get around that so to me the best bet sounds like the idea from above where you create a invis bunker for each player group or something like that.
Triggers = win
Thats what i was thinking was happening ( Because it would say can’t control this unit, I wonder if we can change this in the data editor ) I will post what I find out.
@kozm0naut: read post you repeated exactly what i said :) I was making it so it was not shared but still works.. “ Much better system for bunkers and such if you don’t want to provide them with access to the unit ) (The adding unit controle works, but when unit is in bunker it does not count as yours, but the owning players ) When leaving the unit/ your units control will be returned.
I was playing with changing ownership of a Hercules and I found that the cargo of units inside would change ownership as well. Dont think you can get around that so to me the best bet sounds like the idea from above where you create a invis bunker for each player group or something like that. Triggers = win
well you should ofc add a condition checking the bunker is "empty" before allowing a player change based on proximity. if any unit leaves the check should be made again to properly find the closest unit and players not needing to "leave and reenter" the range around the bunker.
Here is what I think is happening-
When you load the units you still control them but since you dont own the bunker you can't give the command to the bunker to unload your units
here is what I did (note:Have not tested with other players)-
I changed the flags like kozm0naut said then I gave the bunker an ability to interact with it
If someone needs a player to test such a map with multiple players sharing a bunker or another map you may be working on I should be available tonight (in North America) at 10pm ET/ 9pm CT/ 8pm MT/ 7pm PT. I've mostly played SP so far, and tried NOTD which I liked, I noticed theres a map 'search' feature when creating a game but I havent found a search to Join games, so if theres an easier way than scrolling and clicking MORE at the botton until you find a specific game let me know because I may not be able to find the game to be tested (in a NOTD game we got crushed but by exiting the game it was not evident how to join up with the same guys, I scrolled until I found another game with different players but it would have been neet to start over with the same players), I'll be checking back here on this thread tonight to see if someone needs a tester :D
@mm2jswizzy: It does not.. When the unit goes into the unit/ it no longer counts as your unit ( Thus all kills your unit makes will go to who ever owns the bunker/ what ever its in ) I am not 100 percent sure of this, but i did kill something with mine and did not get a kill count on the marine, I didn’t check under actual kills but I was assuming if it didn’t add kill count for the marine then it also was not adding it for you the player.
On my test map I loaded up the my units into a neutral bunker and they still got credit for kills and the kills went to my player (on the leader board).
Tested and confirmed mm2jswizzy's suggestion. I loaded units into a neutral bunker, lured hostile units towards the bunker and bunker units killed. Was able to unload my units, and kills/score were recorded for myself.
"Tested and confirmed mm2jswizzy's suggestion."
Great! Would it be possible to have access to a test map (Vases, mm2jswizzy, kozm0naut) with the neutral bunker so I can can examine the filters and triggers (the details) on my own? (I think I found that load/unload ally filter but I guess im missing the other stuff because the marines dont even enter the neutral bunker)
Edit: I added a check next to (allow) neutral and the marines can now enter the neutral building and they even fire at enemies, except I cant make the marine exit the bunker at this stage without further details.
Ok, you need to give the bunker an ability so you can share control of it with the neutral/ally player
so do this in the data editor
1.goto to the ability tab create an ability with the call it share unit or something make sure you select interact from the ability type pull down
2.press ok
3.click on flags, now check share control, auto cast, and share vision
4.set the auto cast range to 1
5.set range to 1
6.goto the unit tab and find your bunker
7.click on abilities and click on the add ability button and give your bunker the ability you just made.
Now you should be able to issue orders to the bunker when you come in range
Thanks for the detailed instructions! with these I managed to mostly get what I wanted;
I can enter the neutral bunker
the marine inside fires at enemies
I can exit the bunker
same thing for allies
there's just a little thing i need to tweak;
in the map the neutral objects are not being attacked by the enemy AI, since I dont want the enemy to start attacking empty neutral structures for no apparent reason,
but when I enter the bunker and fire at enemies, the enemies stand there and dont fight back probably because the building is neutral I guess. Is there an easy way to make the enemy consider the building mine(thus an enemy unit) while Im in it and stop seeing it as a threat when Im out?
Would this system allow say 4 different players in a single bunker to all be shooting at their own separate targets? I'm looking for a system just like that.
I'm actually trying to do something similar. The difference to this thing however is that I want to make a bunker accessible for me and the enemy. Of course not at the same time. That's why the bunker should be controllable by the player who gets in first until the units leave again. Problem is that it's intended for a melee map so I don't want to use any triggers. Is this possible?
Cheers
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does anyone have tips on how to create a Neutral Bunker that any player can enter for protection as long as there is room and no enemy inside? You could have 2 marines from 2 different but allied players, each could order out up to the number of his units inside (not able to affect other occupants)
Thanks
@IceWendigo: Go
You could try having a trigger when a unit gets near the bunker becomes that player's and you may be able to pair that with stacking bunkers although IDK how that would work
Not sure if ally with shared control allow your unit to go inside their bunker.
But wouldn't it be cool if several different players can go into the same bunker, not sure if that's even possible.
I think this would need a bit of work as the transport system at the moment doesn't really support this. As I'm a programmer I would go with a mainly trigger approach to the problem probably (Please note that I am writing this off the top of my head without much thought put into it, there are probably better ways).
Now first of all you need to figure out how to show up the load/unload buttons for the players. This could be done with custom UI or optionally by giving the bunker to the player who selects it. I think I would rather go with a custom UI approach though, optionally checking units that enter loading range of the bunker to see if they have a move command to move to the bunker.
Now I would do one of two things,
1) I would not actually load the unit into the bunker, I would rather hide the unit and give it a custom value. Then set a custom value on the bunker so that I can find the unit again by just searching for hidden units in the area around the bunker. Also using a custom value to track the amount of units in the bunker and who owns them. Then I would just create/remove dummy units of the same type inside the bunker to get it to fire.
2) Set a custom value on the unit to identify which player it belonged to, give it to the neutral player and then loading it into the bunker. That way you can retrieve the unit and give it back when it is unloaded / bunker is destroyed.
Edit:
One alternate idea is to have an invisible bunker (needs no model, just needs to work for units shooting out of it) near the bunkers for each player that can load units in. Then load the units in that, but it still needs to be synchronized with the bunker for space / on death / unloading.
You can do this, I have done the trigger to get into the bunker.
I have not yet figured out how to get them out :)
( Set flags to ally on bunker, Trigger ( Unit goes certain amount to unit and do ability enter bunker )
You're making this far too complicated. Change the filters on "Bunker - Load/Unload" to allow allies, and then trigger up shared control between all players and the neutral bunker-owner.
All allies will be able to control the bunker, and it can use load-unload on all allies.
Thanks everyone, I appreciate all ideas. Ideally it would be great to have a solution that could also apply to transports and it would be great to have the possibility for a Pilot(civilian colonist) character or Ghost to enter an abandoned empty vehicle (goliath, landed viking, seige tank) and use it and then eject if the vehicle is destroyed, this would be very useful for mech type games (the old Metal Warrior for for an old nintendo console was a blast) and opens other possiblity like the snipe ability sniping the pilot of a vehicle so you can steal and use it (as in BattleZone 2) ;)
I was playing with changing ownership of a Hercules and I found that the cargo of units inside would change ownership as well. Dont think you can get around that so to me the best bet sounds like the idea from above where you create a invis bunker for each player group or something like that. Triggers = win
Thats what i was thinking was happening ( Because it would say can’t control this unit, I wonder if we can change this in the data editor )
I will post what I find out.
@kozm0naut: read post you repeated exactly what i said :) I was making it so it was not shared but still works.. “ Much better system for bunkers and such if you don’t want to provide them with access to the unit )
(The adding unit controle works, but when unit is in bunker it does not count as yours, but the owning players )
When leaving the unit/ your units control will be returned.
well you should ofc add a condition checking the bunker is "empty" before allowing a player change based on proximity. if any unit leaves the check should be made again to properly find the closest unit and players not needing to "leave and reenter" the range around the bunker.
Here is what I think is happening- When you load the units you still control them but since you dont own the bunker you can't give the command to the bunker to unload your units
here is what I did (note:Have not tested with other players)- I changed the flags like kozm0naut said then I gave the bunker an ability to interact with it
Ability type-interact flags-share control, autocast range-3 autocastrange- 1
based on shop share from the hero guide Bifuu made
Now I can tell the bunker to unload my units
If someone needs a player to test such a map with multiple players sharing a bunker or another map you may be working on I should be available tonight (in North America) at 10pm ET/ 9pm CT/ 8pm MT/ 7pm PT. I've mostly played SP so far, and tried NOTD which I liked, I noticed theres a map 'search' feature when creating a game but I havent found a search to Join games, so if theres an easier way than scrolling and clicking MORE at the botton until you find a specific game let me know because I may not be able to find the game to be tested (in a NOTD game we got crushed but by exiting the game it was not evident how to join up with the same guys, I scrolled until I found another game with different players but it would have been neet to start over with the same players), I'll be checking back here on this thread tonight to see if someone needs a tester :D
@mm2jswizzy: It does not.. When the unit goes into the unit/ it no longer counts as your unit
( Thus all kills your unit makes will go to who ever owns the bunker/ what ever its in )
I am not 100 percent sure of this, but i did kill something with mine and did not get a kill count on the marine, I didn’t check under actual kills but I was assuming if it didn’t add kill count for the marine then it also was not adding it for you the player.
@Ash4meD: Go
On my test map I loaded up the my units into a neutral bunker and they still got credit for kills and the kills went to my player (on the leader board).
Tested and confirmed mm2jswizzy's suggestion. I loaded units into a neutral bunker, lured hostile units towards the bunker and bunker units killed. Was able to unload my units, and kills/score were recorded for myself.
"Tested and confirmed mm2jswizzy's suggestion." Great! Would it be possible to have access to a test map (Vases, mm2jswizzy, kozm0naut) with the neutral bunker so I can can examine the filters and triggers (the details) on my own? (I think I found that load/unload ally filter but I guess im missing the other stuff because the marines dont even enter the neutral bunker)
Edit: I added a check next to (allow) neutral and the marines can now enter the neutral building and they even fire at enemies, except I cant make the marine exit the bunker at this stage without further details.
@IceWendigo: Go
Ok, you need to give the bunker an ability so you can share control of it with the neutral/ally player
so do this in the data editor
1.goto to the ability tab create an ability with the call it share unit or something make sure you select interact from the ability type pull down 2.press ok 3.click on flags, now check share control, auto cast, and share vision 4.set the auto cast range to 1 5.set range to 1 6.goto the unit tab and find your bunker 7.click on abilities and click on the add ability button and give your bunker the ability you just made.
Now you should be able to issue orders to the bunker when you come in range
Thanks for the detailed instructions! with these I managed to mostly get what I wanted; I can enter the neutral bunker the marine inside fires at enemies I can exit the bunker same thing for allies
there's just a little thing i need to tweak; in the map the neutral objects are not being attacked by the enemy AI, since I dont want the enemy to start attacking empty neutral structures for no apparent reason, but when I enter the bunker and fire at enemies, the enemies stand there and dont fight back probably because the building is neutral I guess. Is there an easy way to make the enemy consider the building mine(thus an enemy unit) while Im in it and stop seeing it as a threat when Im out?
Would this system allow say 4 different players in a single bunker to all be shooting at their own separate targets? I'm looking for a system just like that.
I'm actually trying to do something similar. The difference to this thing however is that I want to make a bunker accessible for me and the enemy. Of course not at the same time. That's why the bunker should be controllable by the player who gets in first until the units leave again. Problem is that it's intended for a melee map so I don't want to use any triggers. Is this possible?
Cheers