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.