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Staredit Network -> UMS Assistance -> "Archer Tower" Trigger {Help}
Report, edit, etc...Posted by RPD_Nightmare on 2007-01-02 at 15:25:29
Hi there! well im triyin' to put the "Archer Towers" trigger (i mean,the Zerg Spire whit a protoss carrier on it that cant' move)

Im havin' some problems whit this trigger.I already done two,but whit different units (Protoss Carrier and Tassadar Carrier) Well the thing that i wanna make is that when you make in a square-terrain a pylon,these pylon will removed and replaced by a Zerg Spire (Orcish Wachtower in this case) whit a Protoss Carrier (Orcish Archer Tower) on it that NEVER can be moved out from the initial location (i mean the Zerg Spire Location) Its very similar to a map called "Battle For Osgiliath" by White_Rune.

Well like i told before,i used two times this trigger whit success (two towers on Minas Tirith) but when i try this new trigger, the carrier go to other location (Minas Tirith Main Gates) and i want that the initial carrier stay on the own square,but whatever thing that i try the freakin' carrier move out from his location ranting.gif

Well,someone could help me plz?? helpsmilie.gif

If someone can write the trigger like X-tra or the new SCMDraft+SCX version ill be very grateful for his help.

This trigger is really important to me,coz is one of the most atractive ideas and aspects that have this map.Its really frustrating try this 23145467 times and never works pinch.gif

Well see you!

I hope an answer blushing.gif
Report, edit, etc...Posted by Falkoner on 2007-01-02 at 17:44:45
Okay, this is just your basic Maze Defence trigger, use one location named 'archertower'


Trigger
Description:
This makes the carrier and spire.
Players:
¤ P1
Conditions:
¤ If P1 brings 1 pylon 'Anywhere'
Actions:
¤ Center 'Archertower' on P1's pylon at anywhere
¤ remove one pylon at 'Archertower' for P1
¤ Create one spire at 'archertower'
¤ create 1 carrier with invincability and a hanger of 8 at 'Archertower'
¤ Preserve Trigger



and then to freeze all the carriers, create a location outside the map using starforge then do this trigger, using hypertriggers.


Trigger
Description:
Time to freeze!
Players:
¤ P1
Conditions:
¤ If all players commands at least 1 carrier
Actions:
¤ Move all carriers at anywhere to 'outsidemaplocation'
¤ preserve trigger



There ya go, that should do it!
Report, edit, etc...Posted by RPD_Nightmare on 2007-01-02 at 20:18:47
Hi there! thanks you so much! well,i've a problem.my Starforge dont' work becouse of my stupid pc so i cant' open it, and less,use it.

By the way,with your method is really imposible for me,coz i need use hypertriggers and im usin' triggers of custom-kills,countdowns and all these crap.And make hypertriggers can rape all my others triggers.

And other thing,i dont' understand very much the part of "freeze the carriers" and i dont have any idea about "make a location out the map". wtf you mean? confused.gif
sorry im sucky but i dont' get it pinch.gif

Oh! the make archers towers system has been a success! you're awesome! happy.gif
I've done that system,but has been improved with your help,so thanks a lot!

But the big problem still is "stay" the dammed annoyin' carriers on their locations.

So,could you help me plz? blushing.gif
Report, edit, etc...Posted by rockz on 2007-01-02 at 22:55:02
Whenever you move a unit somewhere it can't move (like on top of a building that is flying for flying units, or unwalkable terrain for ground units) with hyper triggers and preserved trigger, the unit will get the order to move so often, that any other commands are essentially ignored. Even with hyper triggers this doesn't always work. A person with lots of time can move the unit, but it's pretty futile.

The only 100% effective way is to always move the unit to a location that it CAN move to, and have the location at the area you want to keep the unit. It's not all that important though.
Report, edit, etc...Posted by EcHo on 2007-01-03 at 00:29:03
Here is one way you can do it.
Label a burrowed unit (preferably ling) to Point
Create location called Make
Research burrow for P11 and P12

Follow These steps:

Trigger
Description:
Archer
Players:
¤ Human
Conditions:
¤ Current palyer commands at least "1" Pylon
Actions:
¤ Center location labeled "Archer" on Pylon owned by Current Player at Anywhere
¤ Preserve Trigger




Trigger
Description:
Archer 2
Players:
¤ Human Player
Conditions:
¤ Current player brings exactly 1 "Make" to Archer
¤ All Players bring exactly 0 men to Archer
Actions:
¤ Remove 1 Pylon for current player at "Archer"
¤ Create 1 Spire for current player at "Archer"
¤ Create 1 Point for Current player at "Make". Properties (Burrowed, Invincible)
¤ Move 1 Point for Current Player at Make to "Archer"
¤ Give all Point owned by All Players to Player 11
¤ Preserve trigger




Trigger
Description:
Arcger 3
Players:
¤ Human Player
Conditions:
¤ Current Player brings at least 1 Spire to "archer"
Actions:
¤ Move all Carriers at location Build to (A location outside the map)
¤ Give all Point owned by player 11 at "Archer" to player 12
¤ Center location "Archer on Point owned by Player 11 at anywhere
¤ Preserve Trigger



Trigger
Description:
Archer 4
Players:
¤ human Player
Conditions:
¤ All players bring exactly 0 Spire to Make
Actions:
¤ Remove all point for all players at "archer"
¤ Give all point owned by all players to player 11
¤ Center location "Archer on Point owned by Player 11 at anywhere
¤ Move 1 carrier at location archer to (location outside map)
¤ Move 1 carrier at location Make to (Location outside map)
¤ Preserve trigger



This should work
Report, edit, etc...Posted by RPD_Nightmare on 2007-01-03 at 12:18:42
Hi there! thanks for all! ill try this trigger today.If i tell you the truth,the trigger looks really difficult but im goin' to do today. mellow.gif

Whatever,if this dont' work, (or at least for me) thanks for the help people happy.gif

See you!

ADDITION:
Ok,nvm, the trigger dont' work... disgust.gif Im tired of try it all the day...freak it! ranting.gif

At least,thanks for the attention and the help people.
Report, edit, etc...Posted by Falkoner on 2007-01-03 at 12:58:57
hmm.... Without using hypers making an air unit stay still is almost impossible.. Are you sure you can't find a way to fit hyper triggers into your map?
Report, edit, etc...Posted by RPD_Nightmare on 2007-01-03 at 13:59:51
Hey! yah im pretty sure about that. Ill tryed all but nothin'.

I think that must be other way to get that trigger but...

Well,thanks for the attention.
Report, edit, etc...Posted by EcHo on 2007-01-03 at 17:26:32
Strange, It should work. You need hyper triggers, forgot to mention tongue.gif
Report, edit, etc...Posted by Falkoner on 2007-01-03 at 19:53:50
LOL, didn't you read the other posts!?

I think you could use a grid system to do it, but this wouldn't work very well without hypertriggers, basically there is no way to freeze the carriers without hypers, unless at the start you want to say: Please don't move the carriers
Report, edit, etc...Posted by Felino on 2007-01-03 at 22:16:39
Why not use a disabled bunker, moved then a spire put on the top of it? Or a disabled cannon, moved then a spire put on the top. You would still get the same effect as before. Just ask if you want help with these. Troble is you need a 2x2 area left out of the map to put the units on thats all.
Report, edit, etc...Posted by RPD_Nightmare on 2007-01-04 at 10:46:27
Hi there! wow people i cant' believe that you still help me! Thanks for all! blushing.gif

Well,i have used a program called "Trigger Viewer2" on the map that i wanna get the idea. (Battle for Osgiliath)

So there are the triggers..Logically,these triggers are from Battle for Osgiliath map,by White_Rune,so i just dunno the locations and how are placed,but accordin' to the program,these are the triggers of the map-maker.

Trigger

Description:
Orc Tower

Players:
¤ Human
Conditions:
¤ Current player brings at least 1 pylon to "Location 3"
Actions:
¤ Remove all pylon for current player at "location 3"
¤ Create 1 Greater Spire at "Location 3" for current player.Apply 1 [CUWP SLOT]
¤ Preserve Trigger
¤ Comment "Orc Tower 1"

-------------------------------------

Trigger

Description:
Carrier Creation

Players:
¤ Human
Conditions:
¤ Current player brings at exactly 1 Greater Spire to "Location 3"
¤ Current player brings at exactly 0 Gantrhtor [Carrier] to "Location 84"
Actions:
¤ Create 1 Gantrhtor [Carrier] at "Location 84" for current player.Apply 30 [CUWP SLOT]
¤ Preserve Trigger
¤ Comment "Carrier Creation 1"

-------------------------------------

Description:
Carrier Destroy 1

Players:
¤ Human
Conditions:
¤ Current player brings at exactly 0 Greater Spire to "Location 3"
¤ Current player brings at least Gantrihtor [Carrier] to "Location 84"
Actions:
¤ Kill all Gantrihtor [Carrier] for current player at "Location 84"
¤ Preserve Trigger
¤ Comment "Carrier Destroy 1"

-------------------------------------

Description:
Center Carriers 1

Players:
¤ Human
Conditions: (*)
¤ Always
¤ (*) There is a big space where dont' appear nothin',but this must be ""Move Location Trigger"
Actions:
¤ Move all Gantrihtor [Carrier] for current player at "Location 84" to "Location 83"
¤Preserve Trigger
¤ Comment "Center Carriers 1"

-------------------------------------

And thats all.The awesome thing is that this trigger is more easy than your triggers (i mean,i dont' need use hyper-triggers,rids,burrowed units and all these)
and furthemore,works perfectly,becouse i have played the game and always has been worked whitout bugs happy.gif .

The problem,is that i've got a few problems whit that.I know now all the triggers with this program,but i just dunno how to put them,i mean,that i cant see the locations and how are placed on the map,so rigth now,im very confused like at the begginin'.Another problem is that i cant' see the locations names (only the numeration) so is a little confused and whatever,the program dont' use a perfect trigger-system,i mean in some cases,triggers like the number 4 (Centers Carriers) dont' appear or dont have names or crapes like that. blink.gif

There is where you guys,shoould help me pinch.gif I need info for the locations names,where i should put the locations for a perfection trigger-work and how i should put the locations for works (size,area,etc..)

Anyway,thanks for all people blushing.gif
Report, edit, etc...Posted by Falkoner on 2007-01-04 at 11:57:19
It seems he is using a grid system, and therefored you missed some of the triggers, but the thing is I can't figure out how you could use a grid system and have the towers very close... Its too bad when he compressed it it deleted all the location names... Maybe you could open it with OS map? This is the reason people SHOULD use OS map, people were just mad that people could steal their maps.

Also, that big space u spoke of seems to be in the Conditions section, so it couldnt be move location.
Report, edit, etc...Posted by ToCoolToBeTrue on 2007-01-04 at 15:58:43
Even without hypers it is possible.
Make 2 locations for Centering the Tower when its created.
First one will be size of the carrier and tower.
Second Much bigger, like 10x10 or more.
Now Triggs:

Conditions:
-Bring Currect Player exactly 0, Carriers to smaller Location.
-Bring Currect Player atleast 1, Carriers to bigger Location.
Actions:
-Move 1 Carrier From Bigger Location to Small Location.
-Preserv.

If the bigger location will be big enough then carrier wont escape if he trys even
w/o hypers.
Only flaw of this system could be that when you create 2 Towers near themselves, they can mess up.
But guess you will have to prevent that someway.


ADDITION:
Ah and dont forget to make 2 locations for each tower not 2 for all.
Report, edit, etc...Posted by Falkoner on 2007-01-04 at 17:21:20
Well, you could fix the closeness problem by having a condition that a carrier must be missing from the smaller beacon, but that would create a limit on the amount of towers you can place, since you can only have 255(256?) locations on one map, and I'm almost certain that the map that he is trying to model after used hypertriggers and a grid system
Report, edit, etc...Posted by ToCoolToBeTrue on 2007-01-04 at 17:33:08
QUOTE
Well, you could fix the closeness problem by having a condition that a carrier must be missing from the smaller beacon

I dont understand what u mean.
Anyway it woudnt work since 2 carriers could stack in 1 tower.
QUOTE
but that would create a limit on the amount of towers you can place

You could make a restriction for every player to make only 5 Towers.
Trigs:

Conditions:
-Currect Player Bring alteast 5 Towers to Anywhere.
Actions:
-SetSwitch 1 On

Then Implace Switch 1 in the Main Triggers Condition as it must be Off to create a Tower.
Report, edit, etc...Posted by Felino on 2007-01-04 at 19:20:36
Did anyone read my idea?It is simple and would work well...
Report, edit, etc...Posted by Falkoner on 2007-01-04 at 19:35:12
Problem with your idea is that he wants carriers, not cannons and bunkers.

I meant that you could only move a carrier back to a tower if there isn't a carrier already there, that would solve the problem, except it might grab the other tower's carrier, also I know how you could set up restrictions, but he wants you to be able to make an unlimited amount of towers, not 5.
Report, edit, etc...Posted by RPD_Nightmare on 2007-01-04 at 23:37:58
Hi there!!!! yeeeeh! i got it!! finally i achieved my purpose!! yeeeh!

All works now! the trigger is not perfect but finally works!! Thanks for all people that assited me,and for the attention! Really im very happy,coz i've triyed this trigger about 4 weeks and the problem was so easy crazy.gif !


Well,thanks for all again! especially Cane,who told me the method for the trigger!And helped me whit it! You're awesome! tongue.gif

Nice!

See you people! tongue.gif
Report, edit, etc...Posted by ToCoolToBeTrue on 2007-01-05 at 06:13:57
QUOTE
i know how you could set up restrictions, but he wants you to be able to make an unlimited amount of towers, not 5.

That 5 was just example he can do more if he wants, and if you are so smart tell us how to make Unlimited Towers w/o hypers.
QUOTE
I meant that you could only move a carrier back to a tower if there isn't a carrier already there, that would solve the problem, except it might grab the other tower's carrier

This is exactly what i sayd in my other post.
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