Ok i'm making a Resident Evil map for a friend, so to set it apart from all the rest I'm putting in a system to make the zombies walk slow. I tried doing burrowed units but the burroweds kept getting mixed up as zombies walked near each other and such. So I redid the system to something like...
Center location 'Convert' on Zombie at 'Hero'
Move zombie at 'conver' to 'convert'
Give zombie owned by p7 at 'convert' to p8
And so on for p8 and different zombies.
It works fine but it glitches when the enemy brings only 1 zombie to the hero's location. At that time it just stays on that zombie and converts him so fast you cant shoot him.
To counter this I tried something like
P7 or P8 Brings Exactly 1 zombie to 'hero'
Center loc 'Convert' on Zombie owned by p7 or p8 at 'Hero'
Kill one zombie for p7 or p8 at 'convert'
Create one Crimson Head Zombie for p7 or p8 at 'Convert'
The thing with that is, when the player approaches a group of zombies, it just does the crimson head trigger on most of them because they aren't always clumped together and they are spaced out...making the trigger fire because theres sometimes only 1 in the hero's location at a time.
IF you can think of a way to perfect any of these methods please help me out. Thanks
I was going to do something like this for a map im thinking of making.
Your way seems to work but I tried something similar with an attack order and the thing is...the zombies totally ignore the player's computer ally and goes straight for the player....
I solved your problem with my great great superior intellect and map making knowledge

It works like this, when you move units to unwalkable terrain. the freeze up for a sec
then continue on with what they were doing.
This is noones map, i just made it. Your welcome if this aids you with your map.
Hmm sounds good. I'll probably go this way and i'll credit ya. One question...why did you have 4 copies of the trigger for player 2. And what effect does setting a players status toward himself as enemy have?
Well, one thing it makes the computer attack him faster, which is what i needed, and that answers both questions i guess.
Because starcraft reads all triggers down the list from player "1"-"force 4" This is how Tux's gridding system works. And it just made the triggers more reactive then the slowlyness trigger... Also, in the conditions of the slowlyness. Change the darkswarm from 3 high to make the slowness less, and llower to make more slowlyness.
Oh I see. Thanks a ton man. Now I stop fiddling with this crap and get some actual work on the map done =p.
Post anymore questions here.
Hmm it's not working very well. It's fine until they get into attack range. Then they make their attack sounds but don't actually attack. I upped the count for dark swarm to like 2 secons but still no go.
hmmm you sure its not with attack or armor? If not, are they attacking and just not doing damage?
QUOTE(TRiGGaMaSTa @ Mar 26 2005, 01:08 AM)
Well, one thing it makes the computer attack him faster, which is what i needed, and that answers both questions i guess.
Because starcraft reads all triggers down the list from player "1"-"force 4" This is how Tux's gridding system works. And it just made the triggers more reactive then the slowlyness trigger... Also, in the conditions of the slowlyness. Change the darkswarm from 3 high to make the slowness less, and llower to make more slowlyness.
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Triggers are
not exicuted from Player 1 - Force 4.
There only exicuted Players 1-8. All Players And Force 1-4 are
not players, and they do
not run triggers.
Oh so i forgot all players? im sorry, and how come i use triggers in my forces. They work.
QUOTE
hmmm you sure its not with attack or armor? If not, are they attacking and just not doing damage?
They aren't even doing their attack animations. I just hear the sounds (zea grunt, Kerrigan Slash). They are being moved too fast but if I increase the time anymore it'll be pretty pointless to have it at all.
I don't know, it worked fine in my sample map i just made, maybe you're doing something wrong..
QUOTE(TRiGGaMaSTa @ Mar 26 2005, 02:36 AM)
Oh so i forgot all players? im sorry, and how come i use triggers in my forces. They work.
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I'm not saying that, what im saying is you have your trigger order WRONG.
Check out this thread going on now.
http://www.staredit.net/index.php?showtopi...83entry173083Well if trigger order is my problem then I don't think I am capable of fixing it because I don't see why it would matter in this case. Maybe somebody can take a look and see if they are in the right order?
Guess i'm getting no help on this?
Hi, I've tested both maps, and went on a lil troubleshooting spree, now when i went to test some things one big difference i noticed was the difference in hyper-triggers, he had 1 set of the hyper-triggers, you had four, now when i played your map I experienced the same thing an attack never got through. So I deleted your hyper-triggers down to 1 like his, now I tested it, and low and behold they still move slow like before, but when they went to attack attacks were getting through, and the triggers are causing them to get attacks through 1/2 of the time so now u even have slowed attack but, not non-existant like before.
So just delete your hyper-triggers down to one and your attacks will work fine :-).
GL, and I hope your R E map is good when its done, be nice to have another good one to play.
Wow don't I feel dumb. Thanks alot for pointing that out to me =D.