IM going to kill my comp if i dont find this out!! :signjerry:
No seriosly ok i make the triggers
mine as well read em to u
Condiotions: Bring blah blah blah
Actions create 3 xplosion effect at location blah blah blah
Kill all xplosion efects at location blah blah blah
Wait 50 milliseconds
(repete over and over)
Preserve trigger
o yea and one more thing i wana know how to protect my map i told gue edit to protect but then i open it with this comp (i have too comps) then it lets me i wana relese a beta :signbeta:
this is eating me!!!
you will be god if u can help me :thumbsup:
ps- i like the smiles!!
There is no way to get endless explosions with the same amount of time between each explosion. Well, no way that I'm gonna explain due to complexity issues.
GUEdit should protect your maps. Remember to save it and such.
i want it like a regualr bound but it takes like 10 mins to make one than kill it thats wat i wanted
Then it's likely a wait from some other trigger must be firing at the same time.
would a hypertrigger set it back (please god no)???
i hope it wont
[edit]
or would dissabling dodad state for a spot would do that?
Disabling doodad state won't do anything.
What's a hypertrigger? :/
Its a Super Trigger.....


Explain what a super trigger is then.
I think your problem might be where you're testing it. If you're going into single player SC to test it, then don't. Go online and make a private game to test. Certain UMS triggers get messed up in single player.
a hyper trigger is a trigger filled with wait 0 and a preserve or maybe many trigs filled with wait 0 and switches so they run 1 at the time.
Oh.... I just call them 0 wait triggers. Wait triggers do tend to mess up in single player, so you might want to test it multiplayer as Chu said.
Combining 0 waits with normal waits is just like mixing Mountain Dew with Coke ... it just doesn't work that way!
(ewww .... coke ....)
So you can send me the damn map already.
MiniMoose2707@aol.com
Did what? Test in multiplayer?
GEEZ... GIVE US THE DAMN MAP! POST IT SO WE CAN HELP YOU!
Hey, if he chooses to fix it without outside testing then let him.
ok sorry i was bussy for a while doing other stuff heres the map

You may want to zip it. All scm and scx files get ruined when uploaded.
ummm wat do u mean?

Edit ok ill post it under winzip
Edit [again?] ull need winrar to open this
This is easy to fix.
What you should have told us at the start was the exact conditions and actions (not all) of the trigger.
You have:
Condition:
Always.
Current player brings exactly 1 men to location 'Goto Bound One Easy'.
Always.
Action:
Spawn.
5 preserve triggers (wtf?).
The problem is that after they bring 1 any unit to that location, you move it OFF the location into the area where the units are spawning. The two always in there will be useless (and you don't need two either) because of the fact that you have that other condition.
What I suggest ...
Condition:
Current player brings at least 1 men to location 'Goto Bound One Easy'.
Action:
Move men inside bound.
Then another trigger
Condition:
Current player brings at least 1 men to 'Inside bound'.
Action:
All your spawns, etc.
Preserve.
You would need a location as big as the bound so that it will constantly read him as inside the obstacle and always spwan.
Theres nothing I can do about the .scm/.scx problem, its the same for all forums.
Another problem solved.... mUAHAHHAHAHA

On Single Player, triggers that work at the wrong time;
Wait
Run Ai scipt
Create (Properties)
Bring
Set Switch
Set Switch
Set Resources
Leadership Board Changes(Runs very slowly)
Certain Doodad'd units crash more.