I first made my map without hyper triggers, cause I didn't know what it was and how usefull it can be. There was a unit on wich I centered a location and preserved that trigger. I gave then another trigger. To move a burrowed lurker under that unit + preserve. That doesn't work with hyper triggers, because the unit slows down

. Is it possible to center a location on the main unit, and have a lurker burrowed somewhere in that location, not exacly under it?
this trigger will allow the unit to be behind the unit.
"MOVE" is a location constantly centered on a marine.
*Conditions
-Current player brings at most 0 marines to "MOVE"
*Actions
-Move 1 lurker for player X at "anywhere" to "MOVE"
-Center location labeled "MOVE" on Marines owned by player X at anywhere
-Preserve Trigger
I'm not sure if this will slow the unit or not.
Mmmh...i need it to teleport in that location, or to have it on the sides or front, never at the back. Is there a way of doing this?
QUOTE(Saox @ May 11 2005, 08:16 AM)
Mmmh...i need it to teleport in that location, or to have it on the sides or front, never at the back. Is there a way of doing this?
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No there is no way of having a unit be teleported directly beside or in front of the unit at the center location. (at least I don't think there is)
Lol, you should've used search, there IS a way and it's really simple.
Players:
owner of the unit that the lurker gets centered on
Conditions:
Anytime when you want the lurker to appear nearby.
Actions:
Center location labeled: 'location 1' on 'the unit' owned by 'owner of the unit'
Create 1 'Lurker' at 'location 1' for 'owner of the unit'
Center location labeled: 'location 1' on 'Lurker' owned by 'owner of the unit'
Remove all 'Lurker' for 'owner of the unit'
Create (with properties) 1 'Lurker' at 'location 1' for 'owner of the unit' set properties: 'burrowed'
Preserve Trigger
Don't worry about seeing the Lurker when it's unburrowed near your unit, you won't - as long as you don't use waits triggers run all at once so that the Lurker will appear right near your unit.
or..u could use a grid system, more complicated but you can hvae the lurker move to anywhere around the unit
QUOTE(Mp)Sniper @ May 11 2005, 07:23 PM)
or..u could use a grid system, more complicated but you can hvae the lurker move to anywhere around the unit
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but why flood the map with burruwed units and whast two locations when you can do it with only one trigger and one locations?
Besides, the grid system will be less accurate in this case (since units in SC aren't alligned to grid like buildings or units in WC2).
QUOTE(AqoTrooper @ May 11 2005, 02:02 PM)
but why flood the map with burruwed units and whast two locations when you can do it with only one trigger and one locations?
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I think he's talking about the mobile grid system.
Hmm... there doesn't seem to be a tutorial for mobile grids...
Maybe I should write one...
How do you move a location slightly in a direction of your choice, no matter where the location is?
That's what mobile grids are.
This was made by Bolt_Head; check it out.
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I can't open this map. I guess it's protected or smth. Could someone post that trigger here?
QUOTE(Saox @ May 12 2005, 07:15 AM)
I can't open this map. I guess it's protected or smth. Could someone post that trigger here?
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Look at it in Trigger Viewer.
He is saying that when he has a burrowed lurker move under the unit using hyper triggers, the unit slows down.
Units slow down when a unit is always moved to a location centering around a unit and you use hyper triggers.
This can be avoided by using sckor's trigger.
It looks like the trigger confused you. Just try it and you will see that it works. You saying the lurker can never be in back is just confusion.
sckor's method is the best, I don't know why you wouldn't want the lurker behind the unit. And by behind are you refering to the direction the unit is or was walking or the direction the unit is facing?
Ago Trooper's method, although it would work doesn't solve the problem of the lurker being behind the unit. It instead would put the lurker on the same side of the unit every time so sometimes it wouldnt' be behind it.
Also when the unit is walking towards the lurker he will have trouble because of the non burrowed lurker being created right infront of him would mess with his pathing AI.
The grid system is over kill and even still doesn't make sure the lurker is 'behind' the unit.
Unless you use a system like in my
Fighterjet map, but that is still massive overkill.
But even my Fighterjet map only determans the directions in relation to where the unit was walking. Not by witch direction the unit is facing.
Actually if you use my method with hyper trigger the unit will never step on the burrowed zerg, I'm working on a map using that myself and even tho the unit is a zealot with upgraded speed the trigger never slowed it down.
Also, if you really care about it being at a spacific side of the unit you're using, you can just use the trigger below to make it be in all sides at the same time (which would solve any unnoticable sight problems):
Player:
Owner of the unit gets it's sight replaced
Condition:
When you want it to be replaced with the burruwed's sight
Action:
Remove all Infested Terran for 'player x'
Center '1*1 loc1' on 'duh unit' owned by Current Player
Create 4 Protoss Arbiter at '1*1 loc1' for 'player x'
Center '1*1 loc1' on Protoss Arbiter owned by 'player x' at anywhere
Remove 1 Protoss Arbiter at '1*1 loc1'
Create 1 Infested Terran at '1*1 loc1'
Center '1*1 loc1' on Protoss Arbiter owned by 'player x' at anywhere
Remove 1 Protoss Arbiter at '1*1 loc1'
Create 1 Infested Terran at '1*1 loc1'
Center '1*1 loc1' on Protoss Arbiter owned by 'player x' at anywhere
Remove 1 Protoss Arbiter at '1*1 loc1'
Create 1 Infested Terran at '1*1 loc1'
Center '1*1 loc1' on Protoss Arbiter owned by 'player x' at anywhere
Remove 1 Protoss Arbiter at '1*1 loc1'
Create 1 Infested Terran at '1*1 loc1'
Preserve Trigger
That way you'll have a square of burroweds around your unit at any given time and the sight will be even from all directions.
Note that if you use Arbiters at the game you'll have to use a different flying unit at the same size.
P.S. it's AqoTrooper, with a Q, not a G.
mmmh...I think Bolt heads trigger would be better for my map. Could anybody post it here, please?
As Bolt stated, his triggers are overkill. Detection of unit movement direction then using mobile grid to place the unit in the correct spot. This method is the one you should use:
QUOTE(sckor @ May 11 2005, 08:51 AM)
this trigger will allow the unit to be behind the unit.
"MOVE" is a location constantly centered on a marine.
| Trigger |
| Conditions: |
| ¤ Current player brings at most 0 marines to 'MOVE' |
| Actions: |
¤ Move 1 Lurker for Player X at 'Anywhere' to 'MOVE'
|
¤ Center location labelled "MOVE" on Marine owned by Player X at 'anywhere'.
|
| ¤ Preserve trigger. |
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I don't know why people use at most 0 when exactly 0 works the same way.
just used to using at most.
how bout you have a location centered on your rine continuously and
| Trigger |
| Description: |
| Trigger |
|
| Players: |
¤ w/e your using
|
| ¤ 1 |
| Conditions: |
| ¤ Bring(current player brings exactly 0 lurkers to location w/e) |
| Actions: |
| ¤ Moveunit(Move all lurkers at anywhere owned by current player to location w/e) |
thats as simple as it gets...
If there's no disadvantage or difference either way, why insist on using "exactly", instead of "at most", or vice versa? It's a silly demand to make.
QUOTE(LegacyWeapon @ May 13 2005, 01:48 PM)
I don't know why people use at most 0 when exactly 0 works the same way.
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I've always felt the same way, to me it seems like twisted logic to use "at most" when you really mean exactly 0.
To me it looks dumb, as if the person honestly expects negitive 2 units to go to the location or something. But thats just a matter of my opinion, like biskit said there isn't a disadvantage ither way.
I agree but as long as it works the same way it doesn't matter to me.
I'm not demanding that people use at most or exactly.
As long as each way works, it's up to your preference and choice.