Well, here's my trig:
Trigger |
Description: |
Hangar |
|
Players: |
¤ All Players |
Conditions: |
¤ Always(); |
Actions: |
¤ ModifyUnitHangarCount(8, All, Carrier, All Players, Anywhere);
|
¤ ModifyUnitHangarCount(10, All, level 1, All Players, Anywhere);
|
¤ PreserveTrigger();
|
¤ Comment("Hangar"); |
Can someone help me out here? The trigger isn't working at all.
Edit: Attatched map(I know it runs slow right now, another bug that I am currently working out.)
Make sure that the upgrades required for reavers and carriers to have their maximum cargo are made. Also, you can fill them by double clicking or right clicking them in the editor and increasing the number inside the hanger to its maximum.
Otherwise, the trigger should work, unless there's something I'm forgetting.
Thanks for reminding me to increase the hangar capacity... but that didnt work.
Btw the units that this trig should be working for are units not originally no the map, they are created/bought by a player.
Try creating the units and modifying hangar count in the same trigger. If you delete the trigger you got, and add a hangar action when you purchase the unit, it should work just fine.
It's still not working for some reason... Pissin me off.
I do have a question though:
Since i'm (obviously) making the trig in starforge, would it have anything to do with that? Just wondering.
StarForge? It's possible that SF altered your "Anywhere" location, causing your trigger to fail to work.
You can try creating a location covering your entire map and use that as the "Anywhere" location instead.
Or you could just make the trigger in SCMdraft. That shouldn't mess up your triggers.
K i'll try it in SCMDraft
Um... sf didnt modify my anywhere location, because i have many triggers using that, and they're all working fine.
ADDITION:
Nope... still isnt working
try making it more general like "all anyunit" and only add 1 at a time
Specifiy "Carrier" and "Reaver".
STILL isnt working... i wonder if maybe i'm cursed or something... i had a basic set all unit hangar count to 10 trig in the first mach defense, it worked/works fine... now this rolls along and it decides to be a pain in the ass, just for me! friggin hippies...
^ what he said.
but also check if the hyper trigger has sumin to do with it... simplely by removeing it... testing and if it works... well then beh!
Still not working... Here's the current triggers:
Carrier:
Trigger |
Description: |
Carrier Hangar |
|
Players: |
¤ Force1 |
Conditions: |
¤ Bring(currentplayer,atleast,1,carrier.anywhere); |
Actions: |
¤ ModifyUnitHangarCount(1, All, Carrier, CurrentPlayer, Anywhere);
|
¤ wait(0);
|
¤ preservetrigger();
|
¤ comment("Hangar CountC"); |
Reaver:
Trigger |
Description: |
Reaver Hangar |
|
Players: |
¤ P7 |
Conditions: |
¤ Bring(currentplayer,atleast,1,reaver,anywhere); |
Actions: |
¤ ModifyUnitHangarCount(1, All, Reaver, CurrentPlayer, Anywhere);
|
¤ Wait(0);
|
¤ PreserveTrigger();
|
¤ Comment("Hangar CountR"); |
I deleted a few of the more useless and completely wrong posts. First off, take those waits out of those triggers, and combine them.
Anyways, I added this to my test map with starforge:
ModifyUnitHangarCount(1, All, Reaver, All Players, Anywhere);
And it worked. I have no clue what wouldn't work for your map, assuming it wasn't hitting the unit limit.
Well... I have the same problem!
[attachmentid=22787]-> !Download meh and solve meH! <-
meh... it's still not working, and i have exactly what you told me to put in...
It looks as if you have disabled the ability to build Interceptors. If I'm not mistaken, doesn't the Hangar trigger require interceptors to be enabled by default?
I'm pretty sure they're enabled, but i'll check anyways...
(I'm going to shoot myself in the head if they are disabled, so dont expect a reply if you're idea is correct)
ADDITION:
*loads the gun*
solved... thankee
I'm officially going to join the crazy retards club.