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Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Mon Jan 19, 2004 10:45 pm Post subject: Making bullpups mine |
How do I do it?
I've tried looking in the samples... only M2 has bullpups. But there's no area (can I call them Locations? I'm used to starcraft campaign editor terminology) around it. I tried setting the player with the bullpup to computer, still no luck.
Can anyone help?
Thanks!
Sincerely,
A soul in need of instructions on how to set a bullpup to work
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claxbane
Site Admin

Joined: 15 Aug 2003 Posts: 331 Location: Seattle, WA
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Posted: Tue Jan 20, 2004 2:51 pm |
I'm not sure if I understand you correctly. Are you saying that when you load the game the bullpup doesn't start searching for galaxite? or that there is galaxite visible but it won't go for it.
I don't believe there is way to make the bullpups search by themselves. However there is a way to make the bullpup automatically go to the visible galaxite when the game loads.
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Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Tue Jan 20, 2004 5:18 pm |
Thanks for the reply, clax. Too few programmers respond to their customers.
After I read your post, I checked if the galaxite was in view of the bullpup. it wasnt, so i made some near it. It's still not mining...
How do I make them search when the game loads? Or maybe just mine when the game loads, seeing as the galaxite is right next to it?
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Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Thu Jan 22, 2004 3:20 pm |
Does anyone know how to make a bullpup mine at all?
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SoLan
Very Active User

Joined: 13 Jan 2004 Posts: 183
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Posted: Thu Jan 22, 2004 3:45 pm |
I have found that if I place an enemy Bullpup on the map near Galaxite (and the enemy has a Galaxite Processor) and set the "action" to "Mine" in the properties windows on the right, it will start mining once I start the level. If I create a Bullpup as a unit group with the "Mission loaded" trigger, I have to set the actions of the group to "Mine".
--SoLan
Verdagon wrote: Does anyone know how to make a bullpup mine at all?
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t3guy
Developing Poster
Joined: 10 Jan 2004 Posts: 20
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Posted: Thu Jan 22, 2004 4:26 pm |
Quote: I have found that if I place an enemy Bullpup on the map near Galaxite (and the enemy has a Galaxite Processor) and set the "action" to "Mine" in the properties windows on the right, it will start mining once I start the level. If I create a Bullpup as a unit group with the "Mission loaded" trigger, I have to set the actions of the group to "Mine".
--SoLan
This has worked well for me too.
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Verdagon
Veteran Member
Joined: 05 Oct 2003 Posts: 1047 Location: San Luis Obispo, CA
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Posted: Fri Jan 23, 2004 4:44 pm |
Oh, i forgot about the mine properties! Thank you all!
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t3guy
Developing Poster
Joined: 10 Jan 2004 Posts: 20
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Posted: Sat Jan 24, 2004 4:42 pm |
Here is a new twist to the mining problem. My bullpup that is on the map at level start will begin mining immediately. The problem comes in when that bullpup is destroyed another is created and moved to an area that is covered in galaxite, it just sits there. I haven't been able to make the replacement begin mining. Is there a way to set properties when building vehicles? Thanks.
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SoLan
Very Active User

Joined: 13 Jan 2004 Posts: 183
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Posted: Sat Jan 24, 2004 4:55 pm |
I do not know if there is a way to do that, but I think I am avoiding the problem alltogether by creating new Bullpups as unit groups. I create a unit group containing one or two Bullpups, sets it to recreate if destroyed and set the action to Mine. Then I set a trigger to build the Bullpup unit groups at the time I chose.
It seems like the default action for a Bullpup is to guard sight range, and I can not find a way to set that to anything else if i create a unit using the create unit at area action in the trigger. Creating it as a unit group lets you decide more freely what you want it to do, and you can also make it do one thing first and then another, like go to a certain area and then start to mine.
--SoLan
t3guy wrote: Here is a new twist to the mining problem. My bullpup that is on the map at level start will begin mining immediately. The problem comes in when that bullpup is destroyed another is created and moved to an area that is covered in galaxite, it just sits there. I haven't been able to make the replacement begin mining. Is there a way to set properties when building vehicles? Thanks.
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claxbane
Site Admin

Joined: 15 Aug 2003 Posts: 331 Location: Seattle, WA
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Posted: Wed Jan 28, 2004 5:19 am |
that might be a bug, well look into it
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t3guy
Developing Poster
Joined: 10 Jan 2004 Posts: 20
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Posted: Wed Jan 28, 2004 9:19 am |
Creating Bullpups as a unit solved my earlier problem. Works fine now. First mission getting very close to complete.
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ajcross
Very Active User

Joined: 23 Dec 2003 Posts: 113 Location: Kansas City
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Posted: Wed Apr 21, 2004 11:45 pm Post subject: My Bullpups won't enter the Galaxite Processor or crash |
I making my Bullpups do tricks on my mission.
Scenario #1
I was using "Create Unit at Area" and I got Bullpups that I could control and they mined and would enter Galaxite Processors.
So now I create a trigger that forces Bullpups to a holding area until I turn the trigger off.
Well, after visiting the holding area, I can make them go mine but they WILL NOT ENTER GALAXITE PROCESSORS.
Scenario #2
I read the messages about using "Create Unit Group". So I used that.
Well, as soon as it tries to create the Bullpup, my Tungsten C running Warfare 1.1 FREEZES UP.
Andy Cross
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dancer402
Mega-Poster

Joined: 12 Feb 2005 Posts: 294 Location: Monument CO
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Posted: Sun Feb 27, 2005 7:41 am |
just do
sides: side1
conditions: Area:verdagon contains 3 bullpups
actions: set switch1, Preserve trigger
sides: side1
conditions: switch1 is on
actions: create unit group: miners, preserve trigger,
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guitarist809
Veteran Member

Joined: 08 Jan 2005 Posts: 1234
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Posted: Mon Feb 28, 2005 8:36 pm Post subject: easy |
To make bullops mine, select thier actions and select mine
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