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Staredit Network -> UMS Assistance -> [SOLVED] Preserve Trigger Issue
Report, edit, etc...Posted by joscpe on 2006-11-12 at 02:30:25
I made a trigger for creating 4 firebats when i make a bunker and they go in the bunker, to make it do this for everytime i make a new bunker i need to preserve trigger but when i do this it makes 4 firebats rapidly and wont stop. How can i make it only repeate when i make a new bunker?
Report, edit, etc...Posted by H4mx0r on 2006-11-12 at 02:49:36
QUOTE(joscpe @ Nov 12 2006, 02:30 AM)
I made a trigger for creating 4 firebats when i make a bunker and they go in the bunker, to make it do this for everytime i make a new bunker i need to preserve trigger but when i do this it makes 4 firebats rapidly and wont stop. How can i make it only repeate when i make a new bunker?
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I think i know the problem but i dont understand how your trigger is set up, can you write it out please?
Report, edit, etc...Posted by DT_Battlekruser on 2006-11-12 at 13:19:38
Somehow you need to make it that the conditions are no longer met once the firebats are in the bunker. Perhaps you could make your map like Tower Defense, where you build, say, a Supply Depot and it is then removed and replace by a bunker with units.
Report, edit, etc...Posted by Heimdal on 2006-11-12 at 16:39:35
I'm not sure about this, but does the Bring condition detect units in bunkers? If so, then just add "current player bring exactly 0 firebat to location" to your conditions.
Report, edit, etc...Posted by joscpe on 2006-11-12 at 16:41:52

Trigger
Description:
Player One Makes A Bunker
Players:
¤ Player 1
Conditions:
¤ Current player brings exactly 1 'Hideout' to 'Anywhere'.
Actions:
¤ Center location labeled 'Hideout1' on 'Hideout' owned by Current player at 'Anywhere'.
¤ Create 4 Terran Firebat at 'Hideout1' for Current player.
¤ Move Builder for Current player at 'Hideout1' to 'temparea'.
¤ Execute AI scriptEnter Closest Bunker' at 'Hideout1'.
¤ Wait for500 milliseconds.
¤ Move Builde for Current player at 'temparea' to 'Hideout1'.
¤ Preserve trigger

Report, edit, etc...Posted by Zeratul_101 on 2006-11-12 at 16:46:35
do what DTBK said. it WILL work. and also, be careful of wait blocks since you're using a wait.
Report, edit, etc...Posted by spinesheath on 2006-11-12 at 16:59:07
Your condition is never cleared. That "hideout" remains where it is and thus the trigger will fire again and again.

You can a) get rid of that bunker or b) don't start off with a bunker in the first place, but replace it like DTBK mentioned.
Report, edit, etc...Posted by joscpe on 2006-11-12 at 21:05:54
How do I build
QUOTE(DT_Battlekruser @ Nov 12 2006, 01:19 PM)
a Supply Depot and it is then removed and replace by a bunker with units.
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you cant place a bunker filled with units...
Report, edit, etc...Posted by Zeratul_101 on 2006-11-12 at 21:18:36
...

have your triggers detect for a supply depot and replce it with a bunker in your trigs...
Report, edit, etc...Posted by DT_Battlekruser on 2006-11-12 at 21:19:30
QUOTE(Heimdal @ Nov 12 2006, 01:39 PM)
I'm not sure about this, but does the Bring condition detect units in bunkers?  If so, then just add "current player bring exactly 0 firebat to location" to your conditions.
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I was under the impression that, like units in dropships, units in bunker satisfy the Bring condition.

QUOTE(joscpe @ Nov 12 2006, 06:05 PM)
How do I build

you cant place a bunker filled with units...
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Remove the old building, place a bunker, place units, use AI order enter bunker, then disable the bunker if you don't want the unit leaving it.
Report, edit, etc...Posted by joscpe on 2006-11-12 at 23:06:21
Its working now, but how can I disable the bunker? Also how do I change the name of the building when you click Build?
Report, edit, etc...Posted by Zeratul_101 on 2006-11-12 at 23:07:32
the second part is impossible
Report, edit, etc...Posted by joscpe on 2006-11-12 at 23:23:31
oh, sad.gif well how can i dissable the bunkers? its not in properties...
Report, edit, etc...Posted by ClearWater on 2006-11-13 at 00:00:49
Set Doodad State.
Report, edit, etc...Posted by joscpe on 2006-11-13 at 00:31:13
Thank you!!

I have a small problem though, 1 firebat is too slow to go in the bunker and it locks, I have tried resizing the location and changing the wait, its now at 1100 miliseconds. He still doesnt make it in... ermm.gif
Report, edit, etc...Posted by Falkoner on 2006-11-13 at 00:40:48
make it so that there has to be 4 firebats in the location the bunker is centered on for it to be disabled.
Report, edit, etc...Posted by joscpe on 2006-11-13 at 07:59:07
Its working! w00t.gif
Thanks alot guys!! biggrin.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2006-11-13 at 11:50:54
QUOTE(spinesheath @ Nov 12 2006, 04:59 PM)
Your condition is never cleared. That "hideout" remains where it is and thus the trigger will fire again and again.

You can a) get rid of that bunker or b) don't start off with a bunker in the first place, but replace it like DTBK mentioned.
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A) is not true
If you get rid of the bunker IE kill/remove then the units inside will no longer be loaded there. If you move the bunker it is still in the location "anywhere"
Report, edit, etc...Posted by spinesheath on 2006-11-13 at 12:22:34
I didn't specify as of how to get rid of it. You have to see it in a broader sense; what I wanted to say is that the bunker must not be fulfilling the condition anymore - this might also involve changing the condition.

Can't people understand laziness? dry.gif
Report, edit, etc...Posted by fritfrat(U) on 2006-11-13 at 13:27:22
They can when it doesn't mislead them, spine tongue.gif

"At most" doesn't recognize units in bunkers, while "Exactly" does. Funky, huh.
Report, edit, etc...Posted by spinesheath on 2006-11-13 at 13:36:16
Really sure about that? crazy.gif

That would be REALLY weird shocking.gif
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