Staredit Network

Staredit Network -> UMS Assistance -> 'Talking' to Units
Report, edit, etc...Posted by chuiu on 2005-01-25 at 17:38:21
axblader, it's location, not trigger. And he already stated he is centering it on the unit. His problem is that the transmissions are getting killed by the hyper triggers. Each transmission has a wait on it and that wait is getting set to the same amount on the hyper trigger, which is most likely 0. So it never runs.
Report, edit, etc...Posted by LethaL on 2005-01-25 at 18:10:33
Hmmm, OK. Now I did Display Text/Play WAV/Minimap Ping, but it didn't qork out how I had planned (I'm using Chu's method right now). Here's the Trigger for Deep Blue who has it set-up perfectly:

Conditions:
Current Player brings at least 1 men to P1 Talk.
Player 7 Brings at least 1 men to P1 Talk.
All Players brings exactly 4 Zerg Lurker to P1 Talk.
'Switch 10' is Cleared.

Actions:
Send Transmission (Or Display Text/Play WAV/Minimap Ping)
Center Location labeled 'Quest' on Haean* owned by Player 7 at P1 Talk.
Set 'Switch 10.'
Modify Resources for Player 1: Set to 50 Vespene Gas

Haean*: The person you're talking to.
Players 1 and 7 are both neutral, although I have yet to figure out what the Vespene Gas is for for Player 1, or what the 'Quest' location does.

Edit: Also, under each unit there aren't any burrowed units, so how does it trigger if 'All Players' doesn't have 4 Lurkers there?
Report, edit, etc...Posted by chuiu on 2005-01-25 at 18:20:01
I'm not sure what you mean. Instead of all players, why not use the player who owns the lurkers?

Does the trigger run at all? I don't know what would be going wrong now. If you still cant figure it out, you can post the map for us to see and we can take a look at the triggers for you.
Report, edit, etc...Posted by LethaL on 2005-01-25 at 19:35:53
Well, I have the randomize thing that you reccommended, 2 switches and something said for each outcome possible (4 outcomes). BUT, since it's always random, I can go up to a guy and he'll say the first outcome, randomizes again, the second outcome, randomizes, the third outcome, etc. I want it to be so he will ONLY say one outcome, which I don't think is possible unless I use the burrowed units.

How can I save the map as a .zip to upload? Or is it already in .zip format?
Report, edit, etc...Posted by chuiu on 2005-01-25 at 19:54:33
Well im not saying you should use my method. Im saying you should use a set player for the conditions. IE:

Instead of:
All Players brings exactly 4 Zerg Lurker to P1 Talk.

It would be:
Player 7 brings exactly 4 Zerg Lurker to P1 Talk.

You can just add replay and upload the map as an attachment. The map is already compressed as much as possible in scm/scx format.
Report, edit, etc...Posted by LethaL on 2005-01-25 at 20:47:25
Aiight, I have it working now. biggrin.gif Here's the triggers that I used:


Trigger
Description:
'Talking' to Units A
Conditions:
¤ Current Player brings at least 1 Men to 'P1 Talk.'
¤ Player 7 brings Exactly 0 Men to 'P1 Talk.'
¤ 'Talk' is Set.
Actions:
¤ Clear 'Talk.'
¤ Preserve Trigger.



Trigger
Description:
'Talking' to Units B
Conditions:
¤ Current Player brings at least 1 Men to 'P1 Talk.'
¤ Player 7 brings at least 1 Men to 'P1 Talk.'
¤ Player 6 brings Exactly 1 Zerg Zergling to 'P1 Talk.'
¤ 'Talk' is Cleared.
Actions:
¤ Set 'Talk.'
¤ Display Text Message: "Hello there!"
¤ Play 'Sound.wav.'
¤ Show minimap ping for Current Player at 'P1 Talk.'
¤ Preserve Trigger.


And then I copied the same trigger (B) for Exactly 2 Zerg Zerglings, Exactly 3, and Exactly 4 (4 outcomes). So far, it's flawless!
Report, edit, etc...Posted by chuiu on 2005-01-25 at 21:08:31
Thats good, I thought you had that to begin with from the way you explained it above.

If you have any other problems, we'll be glad to help.
Report, edit, etc...Posted by LethaL on 2005-01-25 at 21:18:01
I did have it to begin with (well, al least once Terren stated it), but I didn't use the Display Text Message, I used Transmission. The trigger didn;t work because Hyper Triggers + Transmission ruined the Text timing.

Thanks for the help. wink.gif
Report, edit, etc...Posted by LethaL on 2005-02-02 at 22:47:41
Ok, I've decided to bring this topic back up. Another thing:

I made it so instead of Zerglings there are Beacons. For some reason, the Beacon isn't being read (Or isn't even there). I took off vision so you can't tell anything's there, but the trigger is pretty much disabled. Does this NOT work with Beacons? blink.gif
Report, edit, etc...Posted by chuiu on 2005-02-02 at 23:20:13
You should be able to detect beacons, are you sure you're doing it for the right beacon?
Report, edit, etc...Posted by KaboomHahahein on 2005-02-02 at 23:21:04
Difference between the Flag Beacon and just a Beacon. Be sure to check them.
Report, edit, etc...Posted by LethaL on 2005-02-02 at 23:36:57
It's a plain Beacon. pinch.gif
Report, edit, etc...Posted by chuiu on 2005-02-02 at 23:42:01
Double check beacons, people who own beacons, and conditions for the triggers. If you dont find anything, post the conditions used or the actual map.
Report, edit, etc...Posted by LethaL on 2005-02-03 at 08:10:26

Trigger
Description:
'Talking' to Units A
Conditions:
¤ Current Player brings at least 1 Men to 'P1 Talk.'
¤ Player 6 brings Exactly 0 Men to 'P1 Talk.'
¤ 'Talk' is Set.
Actions:
¤ Clear 'Talk.'
¤ Preserve Trigger.



Trigger
Description:
'Talking' to Units B
Conditions:
¤ Current Player brings at least 1 Men to 'P1 Talk.'
¤ Player 6 brings at least 1 Men to 'P1 Talk.'
¤ Player 5 brings Exactly 1 Terran Beacon to 'P1 Talk.'
¤ 'Talk' is Cleared.
Actions:
¤ Set 'Talk.'
¤ Display Text Message: "Hello there!"
¤ Preserve Trigger.


There's the triggers I used. Beacons are all owned by Player 5, people are all owned by Player 6, and it SHOULD be working. sad.gif

ADDITION:
AND, I found my problem. Player 5 was set as Inactive so the beacons were never really there. blushing.gif But now the beacons don't dissapear. I guess I need a burrowed unit anyways. disgust.gif

ADDITION 2:
Lurkers won't burrow? They're allied to everyone. disgust.gif So many bugs!
Report, edit, etc...Posted by chuiu on 2005-02-03 at 12:22:27
Lurkers should stay burrowed if they are allied with everyone and you pre-place them as burrowed.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-03 at 15:19:40
Make sure the player doesn't have burrow disabled.
Report, edit, etc...Posted by LethaL on 2005-02-03 at 16:44:10
smile.gif I got it working, Player 5 was set as Inactive from StarForge and I forgot to change it back.
Report, edit, etc...Posted by Red2Blue on 2005-02-04 at 01:35:41
Btw, save the replay for Deep Blue.. there are beacons that are removed, but I was unable to locate any burrowed units beneath them.
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