I'm modifying a broken test of survival zerg map, but I don't understand how to get the neutral hatcheries to give their larvae to the players. I tried give larvae, I tried give units, and I even tried kill all men at location, to kill the larvae and allow more to be produced!
How can I transfer ownership of the larvae, and then transfer back when they are done?
If none of those things worked, I'd suggest double-checking the conditions and players that are executing the trigger. Try putting another action in the trigger so that you can check if the trigger is actually firing.
QUOTE(cjkumd @ Apr 8 2005, 09:30 PM)
I'm modifying a broken test of survival zerg map, but I don't understand how to get the neutral hatcheries to give their larvae to the players. I tried give larvae, I tried give units, and I even tried kill all men at location, to kill the larvae and allow more to be produced!
How can I transfer ownership of the larvae, and then transfer back when they are done?
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Well since it's a *Neutral* hatchery that you say it is, any neutral unit is owned by P12. Just simply have the trigger set up like this:
| Trigger |
| Description: |
| Neutral Larvae Trigger |
|
| Conditions: |
¤ Human Players
|
| ¤ Current Player Brings At Least 1 Men To Location "Wherever the hatchery is" |
| Actions: |
¤ Give All Any Unit Owned By Player12 At Location "Wherever the hatchery is" To Current Player
|
| ¤ Preserve Trigger |
That right there will give the Neutral units to the current player who comes near the hatchery.
Now to give the units back:
| Trigger |
| Description: |
| Give Units Back |
|
| Conditions: |
¤ Human Players
|
| ¤ Current Player Brings Exactly 0 Men To Location "Wherever the hatchery is" |
| Actions: |
¤ Give All Buildings Owned By Current Player At Location "Wherever the hatchery is" To Player12
|
| ¤ Preserve Trigger |
There that should work.

slayer766: you would have to use "all players" bring exactly 0 men to location for the second trigger. Otherwise you will have multi player problems.
Also why does everyone assume neutral always means player 12?
It's the universal neutral player. I'm sure they are aware that they can set other, computer players, to neutral but it's better just to use 12 in case you have to add another player/computer in later. And I can't really see a case (though I'm sure there is one) where multiple neutral players would be needed.
Iterating over buildings using a burrowed unit technique (to enable protoss ones, for example) for 8 human players should be done with 2 neutral players so that the human players never get a chance to unburrow an invincible zergling.
Burrow can be disabled and/or you can swap ownership between players as 1 trigger while doing it to prevent that.
Swapping owners of buildings will un-enable all other buildings that you've already enabled. I just re-tested the burrowing thing...I don't know why my previous tests gave me different results, but you're right.
I mean swapping burrowed units. Swapping them with players unselects them also. (of course you know that)
QUOTE((U)Bolt_Head @ Apr 8 2005, 11:10 PM)
slayer766: you would have to use "all players" bring exactly 0 men to location for the second trigger. Otherwise you will have multi player problems.
Also why does everyone assume neutral always means player 12?
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I don't know either, since you can chose who is neutral and not in Player Settings. My assumption is that P12 is used for Critters
Also cjkumd, Make sure the location is big enough to cover the larva at the hatchery, so that u give ALL units to whatever player at that location, not JUST the hatchery..