Ok, I have 8 unit selections for 6 players. Instead of writing 48 triggers I figure I can bring it down to only about 9-12 triggers. Here is what I would have to write for the 48 triggers.
Players 1
Conditions:
Current palyer brings 1 civ to get marine
Current player accumulates at least 2 minerals
Actions:
Kill one civ at get marine
Subtract 2 minerals
Preserve trigger.
I could easily write that 8 times for 6 players, but that would suck and increase filesize. I am working on a theory to get those 48 triggers to a small number. What I am trying to is use one location and only 9-10 triggers. Here is what I have so far.
Players:
Force 1
Conditions:
Current player accumulates at least 2 minerals.
Actions:
Set 'Rotate 1'
Preserve trigger.
Players:
Force 1
Conditions:
Rotat 1 is set
Actions:
Move location "hero" on marine owned by player 1 at "choose heros player1"
wait 74 miliseconds
Move location "hero" on mineral chunk owned by player1 at "get hero here player1"
wait 74 miliseconds
Move locatoin "hero" on marine owned by player 2 at "choose heros player2"
wait 74 miliseconds
Move location "hero" on mineral chunk owned by player2 at "get hero here player2"
wait 74 miliseconds
Move location "hero" on marine owned by player 3 at "choose heros player3"
wait 74 miliseconds
Move location "hero" on mineral chunk owned by player3 at "get hero here player3"
wait 74 miliseconds
Move location "hero" on marine owned by player 4 at "choose heros player4"
wait 74 miliseconds
Move location "hero" on mineral chunk owned by player4 at "get hero here player4"
wait 74 miliseconds
Move location "hero" on marine owned by player 5 at "choose heros player5"
wait 74 miliseconds
Move location "hero" on mineral chunk owned by player5 at "get hero here player5"
wait 74 miliseconds
Move locations "hero" on marine owned by player 6 at "choose heros pleyer6"
wait 74 miliseconds
Move location "hero" on mineral chunk owned by player5 at "get hero here player5"
Preserve trigger
Players:
Force 1
Conditions:
Current Player brings 1 civ to "hero"
Current Player brings 1 dropship to "hero"
Actions:
Clear "Rotate 1"
Move 1 dropship at "hero" to mineral chunk owned by current player at "anywhere"
Run AI script: Exit transport
wait 20 miliseconds
Move 1 dropship at "anywhere" to "hero"
Set "Rotate 1"
Preserve Trigger.
The idea is to have one location centering on hero units that players can select only if they have the minerals for it. If I have 8 horoes per player, they each cost 2,4,5,7,8,9,12 minerals. The location hero will only center on the units players can afford. Additionally, in the hero selection I have the unit they want and a dropship, that is loaded with the units at the begining of the game. This way, all they have to do is bring one civillian to the hero they want, if they can afford it the location will be there and the dropship will move to their mineral chunk and the unit will be unloaded form the dropship and then return back.
Thats the idea but I can't seem to get it working. If any player has 12 minerals, the location will go to all 8 heroes for all 6 players. I only want the location to center on the heroes that the individual players have the money for. I am racking my brains on it. Can someone help?
EDIT: Each player has their own hero selection because they all have different heroes.
What is wrong with your first trigger x8, one for each selection?
1) i dont think you need switches
2) if the buy thing is used for players of the same force use that or use all players.
3) 48 triggers wont make a big size difference in you map.
QUOTE(DT_Battlekruser @ Oct 15 2004, 10:33 PM)
What is wrong with your first trigger x8, one for each selection?
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Cause there is 8 heroes selections, so actually its 1x8 then 8x6.
And whatever filesize I can save on my map the better.
QUOTE(xbakapeterx)
1) i dont think you need switches
2) if the buy thing is used for players of the same force use that or use all players.
3) 48 triggers wont make a big size difference in you map.
1) I don't need switched, thank you that saves me a few triggers.
2) The buying thing is used for all players and and I am using Forces
3) I need to save all the filesize I can get.
Umm...yea...with your location scroll thingy plus something like
force1
current player brings at least 1 unit to location
other player brings that hero there
current player has at least that much minerals
subtract minerals
create hero for current player
preserve trigger
[1 for each hero]
QUOTE
Cause there is 8 heroes selections, so actually its 1x8 then 8x6.
What the?

You only need one trigger for each unit.
QUOTE(DT_Battlekruser @ Oct 15 2004, 10:39 PM)
What the?

You only need one trigger for each unit.
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Yes but each player has 8
DIFFERENT heroes. I can write 48 triggers but I want to see if I can't get that count lower.
RAAAAH! I HAAAAAAAAATE PPL WHO USE THOSE SWITCHES!! RAAAAH! AAAAH! JUST USE DEATH COUNTERS!!!
Oh yeah, just place a location around each player's civ (or choosing unit) and always center, and make one player own all the units being chosen.
QUOTE(Johnznothere78 @ Oct 15 2004, 10:44 PM)
RAAAAH! I HAAAAAAAAATE PPL WHO USE THOSE SWITCHES!! RAAAAH! AAAAH! JUST USE DEATH COUNTERS!!!
Oh yeah, just place a location around each player's civ (or choosing unit) and always center, and make one player own all the units being chosen.
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I don't think you quite get it, I don't blame you it is hard to describe. I could be misunderstanding your post though.
I want 9 triggers to select 1-8 DIFFERENT heroes for 6 players. Each player has their own hero selction at different places across the map. Doing the way you stated above I would have to say something like this:
Players:
Player 1
Conditions:
Current Player brings one civ to 'whatever location'
Current player has at least '2' minerals
Actions:
Create 1 marine 'different location'
I would have to write that 8 different times, substituting units and price and then do it for players 2-6. I want it to be done in a shorter way.
Wait... so you wnt something to be spawned at a player's hero and those are all different?
Yes. but I am using dropships loaded with the units. So in essence it IS the same unit, the dropship, it just unloads the hero they choose.
Wait... I am so confused by what you mean. Can you make a replay of the 48 tirgger way so I can see what you want.
I will just post a screenshot of what it looks like.
or two or three perhaps....
Found a pic!

The yellow dots represent hero locations. I am trying to make it where I don't need locations on all of the yellow dots and I won't need to write the triggers for it.
Why is the wait at 74 miliseconds? Why not 1 milisecond?
I just use the 74 so I can see where the location is.
You can see the location move while playing it? I'm a bit confused now...
I didn't mention I had a scouges centered on the location.