Hell I make a Map Were When one unit gets next to you a dt will pop up and attack the person next 2 you...But it isnt Working I Moved The Location to the unit but And made the location bigger but it doesnt work... if You Can help me thanks
....Magical
Well, what I would do is have 2 locations centered on the hero. Have one location about 4*4or 5*5 and the other 2*2... The bigger location would be the one to trigger the Dark Templar to spawn. You would set it up like so:
Conditions:
Player (enemy) brings any unit to "Big Attack"
Actions:
Set Switch 1
or
Add 1 Death Count for an Unused Unit.
Conditions:
Switch 1 is set
or
Player (Ally) has Suffered at Lleast 1 death
Actions:
Create 1 Dark Templar at "Create DT"
Set Switch 1 to Clear
or
Set Deaths for the unused unit to 0.
Preserve Trigger.
If that isn't what you are trying to do, can you please explain what you want to happen some more.
Well you say you have the trigger that moves the location to the unit, so lets start with the trigger that creates the DT.
You want to see if there is a unit at the location, so you check with the condition bring. And you also want to make sure not to make more than 1 DT, so lets make sure you have 0 for the trigger to run.
Foes brings at least 1 men to location.
Current Player commands exactly 0 Dark Templar.
Now that we have that we need actions. You said you want to create a dt, so use the create action.
Create 1 Dark Templar at location.
Preserve trigger.
And I assume you would want to remove the DT when there is no enemy there, so you want to make the conditions opposite as the last trigger.
Foes brings exactly 0 men to location.
Current player commands at least 1 Dark Templar.
Then we remove the DT.
Remove all Dark Templar for Current Player.
Preserve trigger.
Crap... I forgot the other half of the triggers... Well, I think problem has been solved.
QUOTE
Now that we have that we need actions. You said you want to create a dt, so use the create action.
Create 1 Dark Templar at location.
Preserve trigger.
That means you would keep creating dts at the location?
ok... Well Would it be the same if create 4 dts at location.
... You would create 4 instead of 1 so no it wouldn't be the same.
Well, if you add a death counter or a switch in then it would not keep creating DT's. I would use a death count because then you are not wasting anything else on switches.
Dark your method is Confusing
Chu is simpler
What does death counter have to do with creating?
He's just overcomplicating it using switches/death counters. Unless you're using DT's for the player somewhere else in the map, I wouldn't use his method.
Well, if you want to re-use the trigger you would have to have a switch or a death counter. If you just preserve a trigger without the switch it will just keep creating the unit. The death counter resets the trigger. And, you don't need to use my method you can use anybodies way.
QUOTE
Unless you're using DT's for the player somewhere else in the map, I wouldn't use his method.
What If Ever person had this trigger So when anyperson comes near each other they both create a dt Would i have to use death counters then?
I think I have totally confused myself with what you want to do.
Are you tryting to have a DT spawn attack the unit and then be removed?
QUOTE(Magical-Vanilla @ May 24 2005, 05:35 PM)
What If Ever person had this trigger So when anyperson comes near each other they both create a dt Would i have to use death counters then?
[right][snapback]214676[/snapback][/right]
No.
Dark You COnfused Me Lol But Chu gave me a straight anwser... No lol
Magical-Vanilla: Chu's method is a good one. It will not continuously create DT's because he has used the condition "Current Player commands exactly 0 Dark Templar", which will not be true after the trigger creates the first DT for the player.
Remember that you need to constantly center your location around your unit if you want the DT to be created next to you.
l)ark2004: Magical-Vanilla wants a DT to spawn next to you when there is another unit nearby, and for that DT to be removed when there is no longer another unit nearby.
A death counter or switch is not necessary in this case, because the 'command' condition can always be checked.
Ah... Now I see what he wanted to do. I was telling him something COMPLETELY different... Sorry about that. So, yes, listen to Chu's method his is the correct one.