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Staredit Network -> UMS Assistance -> Need help with some triggers.
Report, edit, etc...Posted by PePiTo2 on 2005-03-01 at 22:37:48
I need these help with setting up these three triggers:
helpsmilie.gif cry.gif mad.gif

1. science vessels patrol, and if a zergling gets in its way, the zergling dies.



2. a maze where if the zerglings touch marines, the zerglings will die.



3. If a zergling dies, it will respawn at beinging of the obsticle.


4. a life countdown from 50


5. units walk from one location to another then disapear, and if zerglings touch them, the zerglings die.




So just put down what actions & conditions i need to add for each trigger please!



Report, edit, etc...Posted by LegacyWeapon on 2005-03-01 at 22:41:48
Just refer to this map:
http://www.staredit.net/index.php?download=2195

We are here to teach you how to make your own triggers, not to make your triggers for you. If you have no idea what you are doing, I recommend you experiment with triggers first, then try some tricks from the Tutorial Database.
Report, edit, etc...Posted by DevliN on 2005-03-01 at 23:15:43
1, 2, and 5 are all the same trigger (as far as zerglings dying goes).

I would normally help out, but you're asking for a bunch of triggers and it would be better for you to just learn how to make them yourself.
Report, edit, etc...Posted by sckor on 2005-03-02 at 08:20:44
first off, I'll just explain to you what the condition and action for this would be.

Move location, Moves a location, by centering the location on a unit owned by a certain player.

Kill units at location, Kills all units at an location.

Create Units, Create units simple.

Set countdown timer, Displays a visible countdown timer. Only ONE can be active at once.

Order - Order a computer player to either move/ patrol or attack

Preserve trigger, Most of the triggers, when fired once, are now disabled. It will not fire again. However, with the preserve trigger, it will forever fire so long as the conditions are met.


Conditions.

always, ALWAYS. however, without the "preserve trigger" action, it just simply means, at the start of the game.

Switch - optional, there are many different ways you can approach, "respawning when you die at the beginning of the obsticle" and switch is one basic way.

Now try and organize what I told you.

Trigger basics

Summarizing triggers is surprisingly easy
Once conditions are met, actions will fire.

I'll tell you the answer to one of the questions.

Trigger 1

Always;

order science vessels owned by computer player at location 1 patrol to location 2.



Trigger 2

always

move location; center location labeled "science vessel" on science vessels owned by computer player

Preserve Trigger


Trigger 3

Always

Kill all zerg zerglings owned by Human players at science vessel.
Preserve trigger



End

that's it
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-02 at 11:55:04
QUOTE(PePiTo2 @ Mar 1 2005, 09:37 PM)
I need these help with setting up these three triggers:
helpsmilie.gif  cry.gif  mad.gif

1.  science vessels patrol, and if a zergling gets in its way, the zergling dies.
2.  a maze where if the zerglings touch marines, the zerglings will die.
3.  If a zergling dies, it will respawn at beinging of the obsticle.
4.  a life countdown from 50
5.  units walk from one location to another then disapear, and if zerglings touch them, the zerglings die.
So just put down what actions & conditions i need to add for each trigger please!
[right][snapback]156778[/snapback][/right]


1 2 and 5:
You need to center a location on your players zergling, then if the computers unit goes in that location you kill the zergling. It would look something like this.
Trigger
Players:
¤ Force 1 (human players)
Conditions:
¤ Always
Actions:
¤ Center locaiton 'zergling 1x1' on zergling owned by current player at anywhere.
¤ Preserve Trigger

Then do this
Trigger
Players:
¤ Force 1
Conditions:
¤ Player 8 (comp who owns the units), brings at least one men to 'zergling 1x1'
Actions:
¤ Kill all zerglings owned by current player.
¤ Preserve Trigger

That should do it for those.

To make a unit patrol or walk to a spot use the 'ORDER' action.
For 5, Use Create and Remove at the start and end.

*Between Classes* i'll include the rest later*


Ok Back

3. The best way to do this is the hardest to understand but the easyest to trigger. One way to make the respawn triggers is to make a differant respawn trigger for each level. But were not going to do that. This is what you need to do.

Create a 'respawn' location at the start of each level where you want the players to respawn (many times this may be the same location as the 'end level' location, thats alright as long as there is a location there)

First you have your respawn trigger that will look like this
Trigger
Players:
¤ Force 1
Conditions:
¤ Current player commands exactly 0 zerglings
¤ Current player Custom score is at least 1
Actions:
¤ Create one zergling at 'respawn [M]' for current player. (I use [M] to respresent a location that is centered lol)
¤ Set custom score for current player' to subtract 1
¤ Preserve Trigger

Then all you have to do is modify your actions of your level up trigger to center the 'respawn [M] locaiton' on the new spot.

Trigger
Players:
¤ Force 1
Conditions:
¤ Force 1 brings at least one men to 'end level 1'
Actions:
¤ Set deaths of 'Level Counter' to 2 for 'player'
¤ NEW, Center location 'respawn [M]' on 'non existant unit' owned by 'some player' at 'Level 2 Respawn'

The action to center a location is labeled "MOVE LOCATION"
What these triggers do is moves the 'respawn [M]' location to the start of each level. When ever you beat one. This allows you to use one respawn trigger instead of making a new one for each respawn trigger.

Advanced Note: If you center a location on a unit that isn't there, the location will automaticly move to the center of the zone that it was centered on. Anotherwords your centering one location on another one.

Well i'm out of time again, Got to play MTG


Back Again lets see if i can finish it all this time.

4. To do the life countdown you should use Custom score. You can display the custom score on the leaderboard too. At the start of the game set each players custom score to 50. Then in your death trigger (shown above) subtract custom score every time they die. Dont' forget to require them to have at least one to respawn them though.
Report, edit, etc...Posted by LegacyWeapon on 2005-03-02 at 14:48:19
Look at this example map:
Attached File zergling.scx ( 23.91k ) Number of downloads: 5
Report, edit, etc...Posted by l)ark_13 on 2005-03-03 at 23:40:47
QUOTE(PePiTo2 @ Mar 1 2005, 08:37 PM)
I need these help with setting up these three triggers:
helpsmilie.gif  cry.gif  mad.gif

1.  science vessels patrol, and if a zergling gets in its way, the zergling dies.
2.  a maze where if the zerglings touch marines, the zerglings will die.
3.  If a zergling dies, it will respawn at beinging of the obsticle.
4.  a life countdown from 50
5.  units walk from one location to another then disapear, and if zerglings touch them, the zerglings die.
So just put down what actions & conditions i need to add for each trigger please!
[right][snapback]156778[/snapback][/right]


I shouldn't be doing this for you because you could figure this all out yourself but since I've asked for this before I feel for you tongue.gif .

Game Preparation Triggers (Triggers needed before we start the 5)

[Hypper Triggers]


Trigger
Description:
These triggers are needed to create your game.
Players:
¤ Zergling Owner
Conditions:
¤ Always
Actions:
¤ (This trigger is found under "Move Location")
¤ Center location labeled 'Zergling L' on 'Zergling' owned by 'Zergling Player'
at 'Anywhere'.
¤ Move all units at 'Location1' to 'GoBack Location'
¤ Move all units at 'Location2' to 'GoBack Location'
¤ Move all units at 'Location3' to 'GoBack Location'
¤ Show leader board points: 'Cutsom'. Label 'Lives'
¤ Disable use of computer in scoreboard.
¤ Preserve Trigger


1.

Trigger
Description:
Science Patrol
Players:
¤ Science Vessel Player
Conditions:
¤ Always
Actions:
¤ Order 'Science Vessel' at location 'starts here' to patrol to location 'end here'
¤ Preserve Trigger



Trigger
Description:
Zergling Touch Science and Die
Players:
¤ Zergling Player
Conditions:
¤ 'Science Player' brings at least 1 'Science Vessel' to location 'Zergling L'
Actions:
¤ Kill all 'Zergling' for 'Zergling Player' at location 'Zergling L'
¤ Preserve Trigger


2.


Trigger
Description:
Zergling Touch Marine and Die
Players:
¤ Zergling Player
Conditions:
¤ 'Marine Player' brings at least 1 'Marine' to location 'Zergling L'
Actions:
¤ Kill all 'Zergling' for 'Zergling Player' at location 'Zergling L'
¤ Preserve Trigger


3.


Trigger
Description:
Zergling Respawn
Players:
¤ Zergling Player
Conditions:
¤ 'Zergling Player' has suffered at most 50 deaths of 'Zergling'
¤ 'Zergling Player' brings exactly 0 'Zergling' to location 'Zergling L'
¤ Elapsed time is at least 1 second
Actions:
¤ Create 1 'Zergling' at location 'Zergling Respawn'
¤ Centre view at location 'Zergling Respawn'
¤ Subtrack 1 from 'Custom Score'
¤ Preserve trigger


4.


Trigger
Description:
Life Scoreboard
Players:
¤ Zergling Player
Conditions:
¤ 'Zergling Player' has suffereed exactly 1 death of 'Zergling'
Actions:
¤ (This is found in "Set Score")
¤ Modify Score: Substract 1 custom score
¤ Preserve Trigger


5.


Trigger
Description:
Create the units that "Disappear"
Players:
¤ Disappearing Units Player
Conditions:
¤ Always
Actions:
¤ Create 1 'Unit' at 'Location1' for Disappear Unit Player.
¤ Create 1 'Unit' at 'Location2' for Disappear Unit Player.
¤ Create 1 'Unit' at 'Location3' for Disappear Unit Player.
¤ (etc... as many times and as many units as you want)
¤ (this is where the first trigger 'Move units from GoBack Location' come in play)


There you go. Thats a lot of information. This should do it.
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