Staredit Network

Staredit Network -> UMS Assistance -> Something's Wrong
Report, edit, etc...Posted by Still_MatiC on 2005-01-29 at 01:21:12
Trigger
Conditions:
¤ Current Player brings exactly 1 MissileTrap to Anywhere
Actions:
¤ Center Location labeled CenterLocForTurret on Turret owned by Current Player at Anywhere
¤ wait 3000 milliseconds
¤ Remove 1 Turret for Current Player at CenterLocForTurret
¤ Move 1 MissileTrap for Player 12 at Anywhere to CenterLocForTurret
¤ Give 1 MissileTrap owned by Player 12 at Anywhere to Current Player
¤ Preserve Trigger


Basically, I'm trying to make a preplaced Missile Trap move to the spot where a player built a turret. So whenever a player builds a turret, he receives his own Missile Trap at the spot he built. For some reason, the trigger only removes the turret and the MissileTrap doesn't move.

Can anyone tell me if there's something wrong ith this trigger I'm overlooking?


Report, edit, etc...Posted by RexyRex on 2005-01-29 at 01:23:45
I'm not to sure whats wrong with the trigger. Try re-doing your hyper triggers and/or making sure you can move traps.
Report, edit, etc...Posted by Still_MatiC on 2005-01-29 at 01:26:03
redo hyper triggers? I'm not sure how many I need so I just put 3 of them.
Report, edit, etc...Posted by RexyRex on 2005-01-29 at 01:31:25
Delete all three of them. Then do them over.
Report, edit, etc...Posted by MapUnprotector on 2005-01-29 at 01:31:49
Can Missle Traps move in the first place?
Report, edit, etc...Posted by RexyRex on 2005-01-29 at 01:35:59
QUOTE(RexyRex @ Jan 28 2005, 10:23 PM)
And/or making sure you can move traps.
[right][snapback]134440[/snapback][/right]

Report, edit, etc...Posted by Still_MatiC on 2005-01-29 at 01:48:29
I tested it, and Traps can't be moved through triggers, but they can through recall.

Damn
Report, edit, etc...Posted by terrenblade on 2005-01-30 at 02:04:43
Sounds like a bug then. Perhaps the next patch will fix it? :hope:
Report, edit, etc...Posted by Halo(MC) on 2005-01-30 at 02:50:12
Can you create missile traps with triggers?
If so than remove the turret and use create missile trap etc.
Report, edit, etc...Posted by Red2Blue on 2005-01-30 at 03:39:15
It could be possible, that the units (floortrap) are irregularly sized, and cannot move to a certain location. (i.e, a landed cc cannot take the spot of a marine confined within a 1x1 pathable location) although that example is obvious...

Try using that trigger moving the trap to an obviously movable location.
Or, try allowing for the trigger to "wait" (add a wait command approx. 50ms or less) then moving the unit; because at times, the trigger occurs so quickly that it causes the game to "think" that the unit cannot be moved there, even though theres room for it to move to the new location.

If all else fails, traps cannot be moved (as you have stated).
(Why would you use a trap anyway? uniqueness?)

Try placing the traps in each spot abled to be placed, and putting the traps under a computer player in the editor, then when the player fulfills a certain condition in the game, give the trap to the player at that location... thats the closest you could get if you do indeed find out that traps cannot be moved.



QUOTE
Can you create missile traps with triggers?
If so than remove the turret and use create missile trap etc.


No, you cannot. A trap is not necessarily a "real" unit in the eyes of the program "StarCraft". It was a unit that happened to be in the program, that had been disabled by the makers for reasons which I cannot determine. Most of the units that are "disabled" are usually owned by p13 or 14. The special editors such as scxe, scmd or sf happed to "find" these 'hidden' units, thus allowing for the placement of them. But, this is an external program that does not coinside with the actual program. Thus allowing for "illegal" placement of these units outside the game. StarCraft was not designed to create these "illegal", 'hidden', "unreal", disabled units ingame. If you could, there would be little point in posting this topic.



Side Note: Hey rexy, thats a very cute cat you got in your picture thingy wink.gif .
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-30 at 13:14:18
QUOTE(terrenblade @ Jan 29 2005, 11:04 PM)
Sounds like a bug then.  Perhaps the next patch will fix it? :hope:
[right][snapback]135087[/snapback][/right]


It isn't a bug. Doodads weren't meant to be affected by unit triggers. It makes sense that you cant use MoveUnit(); on a doodad.
Next Page (1)