Staredit Network

Staredit Network -> UMS Assistance -> Damn Shops!
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-19 at 23:14:05
Okay, so this is gonna be a long question and complicated. Buckle in your seat and get ready for the ride of your life!! tongue.gif
Okay, well, In my RPG I have some shops (these shops are the units such as a science facility; lets call these Shops1). And up in the top of the map you can teleported to to these areas where you can purchase items (lets call these Shops2.) I have 4 towns, 16 Shops1, and 4 Shops2. So I make a location infront of all the Shops1 to enter the Shops2. Now, I realized that when I want to exit the shop I need to add something into the trigger that so when you leave the shop it knows where to take you (1 of the four cities).

Okay, so now for an example. There are for cities, "A, B, C, D" (lets call them). I'm in city "A". I go into a shop, I purchase my goods, and then I go to exit the shop, but I need to end up back at city "A". But there are only 4 shop locations that say "exit to a city", and there are 16 shop locations that say "go into the shop".

Now for the triggers. These are my triggers for entering a shop.

Players: -The group of players entering the shop.
Conditions: -Player brings at least 1 unit to location "1. city A - enter shop1".
Actions: -Move all unit for current player at location "1. city A - enter shop1" to location "shop1".
-Set death count for player 8. Set 1 death to a Ursadon(Ice).
-Preserve Trigger.

Now for the other trigger. This is to exit the shop.

Players: -The group of players exiting the shop.
Conditions: -Player brings at least 1 unit to location "exit shop1".
-Player 8 has suffered exactly 1 death of Ursadon(Ice).
Actions: -Move all units owned by player at location "exit shop1" to location "1. city A - exit shop".
-Set death count for player 8. Subtract 1 death to a Ursadon(Ice).
-Preserve Trigger.

So there it is, thats the trigger to make sure you end up where you started. I made it a death count so when you go into shop1 from city B you add 2 death counts so you end back up in city B. But this doesn't seem to be working, if anyone knows why or could help me with thinking of another trigger I would be very grateful! biggrin.gif
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-19 at 23:16:26
QUOTE
shop1 from city B you add 2 death counts


Perhaps you mean set to 2. Do you have any other triggers to set deaths that might mess it up? Do you have a way in which player 8 ursdaons could die?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-19 at 23:20:18
Okay, i might of made a couple of mistakes so I'm fixing them right now, but no there are no other death counters going on and no way player 8 can have any ursadons die.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-19 at 23:32:23
I would just create a powerup outside the shop, and center a location and move your unit there when you exit.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-19 at 23:35:02
QUOTE(Mini Moose 2707 @ Aug 19 2004, 10:32 PM)
I would just create a powerup outside the shop, and center a location and move your unit there when you exit.

Yeah I was trying to avoid that, but if thats what it comes to i'll do it. Actually, OH YEAH! lol i forgot about the defiler, thank you for refreshing my momory tongue.gif but i still wanna know why the trigger doesn't work, but if nobody knows or cares then forget about it.
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-19 at 23:36:33
QUOTE
Okay, i might of made a couple of mistakes so I'm fixing them right now,


I was waiting to see what mistakes you found. It wouldn't help for me to speculate if you found the mistake.
Report, edit, etc...Posted by Stereo on 2004-08-19 at 23:38:41
There's an easier way to do this as long as the shops are all the same building (ie science facility or something)
Notes: P1-P6 are 2x2 locations.
P1back-P6back are 7x7 locations
You must place a zergling burrowed/marker of some sort near each shop, far enough not to have the player sent in if they're on it.
Trigger 1
Players: humans
Conditions: Always
Actions:
Center location P1 on P1's hero
Center location P2 on P2's hero
and so on..
Preserve trigger

Trigger 2:
Players: P1
Conditions: Bring: building owner brings at least 1 shop to P1
Actions:
Center location P1back on P1's hero
Move unit P1's hero to shop
Preserve
repeat trigger for all humans, if you use "current player" everywhere possible this just means changing 2 locations.

Trigger 3:
Players: P1
Conditions: Bring: Cur Player brings at least 1 hero to "exit"
Actions:
Center location P1back on zergling at P1back.
Move cur player's hero to P1back
Preserve trigger

This takes care of all the shops of this type, to make it more general you can have the exits all lined up so that the exit location can cover them all, and then put a zergling for every type of shop in a similar fashion. You will still have to have a seperate entering trigger for each type of shop though.



I assume 1. city A - exit shop is not inside 1. city A - entershop1 also, if it is inside then it will just send you back to the store.
Report, edit, etc...Posted by Cokymonster on 2004-08-19 at 23:39:09
why dont you leave a breadcrumb where you last were. takes only 2 triggers.


when current player brings atleast 1 'men' to shop1A (where A is the first town)

create 1 'powerup' at shop1A
move 1 'men' for current player at shop1A to shop2
centerview at shop2
-----

When current player brings atleast 1 'men' to shop2 exit
current player command atleast 1 'powerup'

movelocation 'hero' ( i assume that you have a always preserved centered location on the hero) on 'powerup' for current player at anywhere.
move 1 'men' for current player at shop2 exit to 'hero'
remove 1 'powerup' for current player at anywhere
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-19 at 23:43:16
Yer all so helpful and kind tongue.gif thanx everyone, and i'm doing the trick where I leave a unit behind at the shop (a burrowed defiler). also, how many "create units with proporties" can you have before it runs out? because if its few then I will use stereo's idea.
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-19 at 23:49:49
I think it's somewhere in the low hundreds. I'm not sure but I seem to rember it's something like that. 128 or 256 or 512? to go with nice multiples of 16
Report, edit, etc...Posted by Vindexus on 2004-08-19 at 23:51:28
QUOTE(Mp)XIII @ Aug 19 2004, 10:14 PM)
-Set death count for player 8.  Subtract 1 death to a Ursadon(Ice).



The powerup idea will work fine, but I may have found a bug.
QUOTE
  -Set death count for player 8.  Subtract 1 death to a Ursadon(Ice).

I think that might be your problem, it should Set to 0.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-19 at 23:57:47
QUOTE(Vindexus @ Aug 19 2004, 10:51 PM)
QUOTE(Mp)XIII @ Aug 19 2004, 10:14 PM)
-Set death count for player 8.  Subtract 1 death to a Ursadon(Ice).



The powerup idea will work fine, but I may have found a bug.
QUOTE
  -Set death count for player 8.  Subtract 1 death to a Ursadon(Ice).

I think that might be your problem, it should Set to 0.

... I really hope thats not right... Because it would work both ways i hope, because i deleted those triggers and started already...F censored.gif CK!!!!!!!!!!!!!!!!!!!!!!!
Report, edit, etc...Posted by Stereo on 2004-08-20 at 00:01:02
QUOTE(DT_Battlekruser @ Aug 19 2004, 10:49 PM)
I think it's somewhere in the low hundreds.  I'm not sure but I seem to rember it's something like that.  128 or 256 or 512? to go with nice multiples of 16

64. But apparently you can reference the same "properties" in multiple triggers.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-20 at 00:15:36
I don't have several citys but I was going to do that in this map.

Basicly you just center a location by shop1 before you have your triggers move you to shop2. (that wasn't that hard)

Here check out this map, (i abbandoned like a year+ ago)
Report, edit, etc...Posted by illusion(SS) on 2004-08-20 at 00:29:20
***Sparkle**Spark***Sparkle*** wacko.gif ***Sparkle**Spark***Sparkle***


umn? just use switches?
Report, edit, etc...Posted by Revelade on 2004-08-20 at 00:44:09
It is probably because you put the player force as the trigger owners not individually player 1, player 2, etc...

Remember to have the thing detect EXACTLY X deaths of whatever, that has often tricked me.

Try using set X deaths instead of add... It might work.

I have to admit this method is way cleaner and less messier than the other bread crumbs ones.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-20 at 04:59:56
QUOTE(Revelade @ Aug 19 2004, 11:44 PM)
It is probably because you put the player force as the trigger owners not individually player 1, player 2, etc...

You couldn't be more wrong about that.
Report, edit, etc...Posted by illusion(SS) on 2004-08-20 at 09:35:03
just try this, make a closed off box, put a location around it, then put a location around each city. then when they are at city one, make the ryadon, then, when they leave that location, kill it. thjen when they come into the next city, make the benglass, and so on and so forth
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-20 at 10:00:03
QUOTE(illusion(SS) @ Aug 20 2004, 08:35 AM)
just try this, make a closed off box, put a location around it, then put a location around each city. then when they are at city one, make the ryadon, then, when they leave that location, kill it. thjen when they come into the next city, make the benglass, and so on and so forth

actually, that is a much better sullution. very very good, infact i wouldn't even need to kill it. biggrin.gif i could keep it there as something, like each city has a special building, so YA! thats way easier, and thank god i haven't done to much the the triggers.....
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-20 at 12:50:10
QUOTE
64. But apparently you can reference the same "properties" in multiple triggers.


No it has to be more than that. Mario bound as at least 150 invincible units...
Report, edit, etc...Posted by Stereo on 2004-08-20 at 13:01:49
That doesn't mean anything. You can run the same trigger as many times as you want.. or you could create 150 zerglings that are invincible in 1 go. It's the total number of actions that matters.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-08-20 at 14:39:01
DT, there's many ways that could be done. He could preplace them and set them to Invincible. He could use the Set Invincibility trigger.
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