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Staredit Network -> UMS Assistance -> I Need Help With My Bound!
Report, edit, etc...Posted by Zer0x922 on 2004-07-24 at 14:35:50
Well im making a lock-on trigger but my units dont seem to die with lock-on trigger on..
Heres what i made please tell me whats wrong

--Trigger One--
[Condition]Always
[Action]Center Location Labeled P1 On Zerg Zergling Owned By Player 1 At 'Anywhere'
[Action]Preserve Trigger

--Trigger Two--
[Condition]Player 7, Brings at least 1 any unit to P1
[Action]Kill all any unit for Player 1 At P1
[Action]Preserve Trigger

(Note those trigger were for player one)
Report, edit, etc...Posted by PodFedJay on 2004-07-24 at 14:39:01
How big is the location? Maybe u need hyper trigger.
Report, edit, etc...Posted by HA-CurSe on 2004-07-24 at 14:41:54
if you want the unit to die when player 7 brings a unit to that location you go

-Bring

-player 7 brings 'number' 'unit' to 'location'

Kill units

kill 'unit' for 'player'
Report, edit, etc...Posted by greenreaper on 2004-07-24 at 14:44:23
Ummm.....that's basically what he did
Report, edit, etc...Posted by Zer0x922 on 2004-07-24 at 14:44:37
I did . do the trigger when player 7 bring a unit to lock on trigger . The unit dies.
Report, edit, etc...Posted by HA-CurSe on 2004-07-24 at 14:45:43
oh i read it wrong sorry >.<
Report, edit, etc...Posted by CheeZe on 2004-07-24 at 14:48:04
Hyper Triggers and instead of kill unit at P1 say kill 1 zergling at anywhere.
Report, edit, etc...Posted by Zer0x922 on 2004-07-24 at 14:51:22
can u make an example?
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-24 at 14:56:46
Condtions:
-Player 7 brings at least 1 Any Unit to P!

Actions:
-Kill 1 Zergling for Player 1 at Anywhere
-Preserve Trigger

That is what cheese is saying.
Report, edit, etc...Posted by Zer0x922 on 2004-07-24 at 14:59:02
thats wat im doing it doesnt work tho.
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-24 at 15:00:39
QUOTE
--Trigger Two--
[Condition]Player 7, Brings at least 1 any unit to P1
[Action]Kill all any unit for Player 1 At P1
[Action]Preserve Trigger


QUOTE
Condtions:
-Player 7 brings at least 1 Any Unit to P!

Actions:
-Kill 1 Zergling for Player 1 at Anywhere
-Preserve Trigger


Note the red text.
Report, edit, etc...Posted by Zer0x922 on 2004-07-24 at 15:03:24
yes i changed it it still doesnt work.
Report, edit, etc...Posted by Neiji on 2004-07-24 at 15:53:38
Uh... does the ling move? Just like my RPG, if you don't stand still, the potion doesn't work... lol...
Report, edit, etc...Posted by Stereo on 2004-07-24 at 16:03:51
Do you have "random start locations" enabled?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-24 at 18:57:13
QUOTE(Zer0x922 @ Jul 24 2004, 01:35 PM)
Well im making a lock-on trigger but my units dont seem to die with lock-on trigger on..
Heres what i made please tell me whats wrong

--Trigger One--
[Condition]Always
[Action]Center Location Labeled P1 On Zerg Zergling Owned By Player 1 At 'Anywhere'
[Action]Preserve Trigger

--Trigger Two--
[Condition]Player 7, Brings at least 1 any unit to P1
[Action]Kill all any unit for Player 1 At P1
[Action]Preserve Trigger

(Note those trigger were for player one)

The problem is in the way your making your obstical triggers. Normaly when people make an obstical it follows this format.

Conditions:
-switch or whatever is set
Actions:
-Create one dude at A
-Kill all dudes at A for ALL PLAYERS
-wait x
-Create one dude at B
-Kill all dudes at B for ALL PLAYERS

and so forth.

What your doing instead is killing the units only for the computer you create them for. Your designing your triggers to instead detect the presence of the unit next to them and kill it with the trigger your talking about.
(people used to try to make bounds that way often, there is a reason they stopped)

The problem with your plan is the order that triggers fire. When you create a unit then kill it instanatly in the next action the other triggers will not have a chance to detect its presence. This is because the unit has already died.

If you want to keep the system your using (although i would advise againsed it), you will have to put a wait 0 after every action where you create a unit but before you kill it. I advise againsed this because it will make your game appear to lag.

You should instead kill units for ALL PLAYERS in your obstical triggers, not just the computer player.
Report, edit, etc...Posted by Stereo on 2004-07-24 at 19:04:55
I thought he was using it for a maze type thing but if it's for that kind of obstacle then well, of course it won't work tongue.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-07-24 at 19:12:19
I used to have alot of people ask me for help on the same problem when bounds were relitively new. Thats why i reconized it. (that is assuming my assumption was correct)
Report, edit, etc...Posted by DT_Battlekruser on 2004-07-24 at 21:32:32
Well since the maze way I showed "didn't work" and it works in my bound (exact same triggers) I'd have to say that bolt is right.
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