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Staredit Network -> UMS Assistance -> Bringing units to lacation to create one
Report, edit, etc...Posted by xtremebob on 2004-10-19 at 15:49:53
What I'm trying to do is this. Whenever you bring a combination of units to a location, it will mevove those units and create a hero. My question is that if you bring a wrong combination, it will create a set "failed" unit (a.k.a Infested Terran)
Here is an example to further more explain my question.
Lets say that the units you can use to make the heros are marines, ghosts, and firebat.
Lets say the combination to make Jim will be marine, marine, ghost .
And to make Gui its marine, firebat, ghost.
What would I have to do to create an infested terran if I don't bring any of the combinations? (example: marine, marine, marine = infested terran?)
If you know, Thanks in advance!
Report, edit, etc...Posted by KaboomHahahein on 2004-10-19 at 15:55:07
I think the only way is to make a trigger for every combination because sc can't just know the combos. Either that or I'm not reading your post correctly closedeyes.gif
Report, edit, etc...Posted by NeoNightmareX on 2004-10-19 at 15:59:07

Trigger
Description:
Fusing Units
Players:
¤ Players
Conditions:
¤ Bring 1 Marine to Location Fuse
¤ Bring 1 Ghost to Location Fuse
Actions:
¤ Kill/Remove 1 Marine at Location Fuse
¤ Kill/Remove 1 Ghost at Location Fuse
¤ Create 1 Jim Raynor at Location Fuse




Trigger
Description:
Fusing Units2
Players:
¤ Players
Conditions:
¤ Bring 1 Marine to Location Fuse
¤ Bring 1 Ghost to Location Fuse
¤ Bring 1 Firebat to Location Fuse
Actions:
¤ Kill/Remove 1 Marine at Location Fuse
¤ Kill/Remove 1 Ghost at Location Fuse
¤ Kill/Remove 1 Firebat at Location Fuse
¤ Create 1 Gui at Location Fuse



Trigger
Description:
Fusing Units Failed
Players:
¤ Players
Conditions:
¤ Bring 1 Marine to Location Fuse
¤ Bring 1 Firebat to Location Fuse
Actions:
¤ Kill/Remove 1 Marine at Location Fuse
¤ Kill/Remove 1 Firebat at Location Fuse
¤ Create 1 Failed Creation at Location Fuse


u mean like this? and btw u can change it to make failed but that would kinda stink cause wat if they bring a marine and ghost and firebat but the ghost gets slow and walks into a wall or retards all over the place, then they make a failed sad.gif sad.gif sad.gif sad.gif sad.gif sad.gif
Report, edit, etc...Posted by Crispie on 2004-10-19 at 16:14:53
itd seem like youd have to spend years triggering the "failed" one. Maybe theres another way Im not thinking of.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-10-19 at 16:18:10
You could have only those 3 units and 2 heroes or w/e. Or have only certain units that can make a unit, and some units don't make anything. That's all I can think of.
Report, edit, etc...Posted by Urmom(U) on 2004-10-19 at 17:16:03
yes there is no way around the hours of triggering ahead for you
Report, edit, etc...Posted by Kingra on 2004-10-19 at 18:20:25
I just checked, Urmom, there is no possible way to do this unless you spend forever to make all the combinations.
Just forget about it.
Report, edit, etc...Posted by LegacyWeapon on 2004-10-19 at 18:20:39
there is a way...
you make it
but of course for the heros, u still need to make the combos
You can make a death counter for a switch and a death counter for the counter as well

Trigger 1
c
"current player brings exactly 3 units to location"
a
"set switch 1"
counter thingy

Trigger 2
c
"switch 1 set"
"current player brings exactly 1 marine at location"
"current player brings exactly 1 fbat at location"
"current player brings exactly 1 ghost at location"
a
"create hero thingy"
"clear switch 1"

Trigger 3
c
"switch 1 set"
counter thingy is up
a
"create failed unit"
"clear switch 1"
Report, edit, etc...Posted by RexyRex on 2004-10-19 at 18:23:53
LegacyWeapon, could you edit that so we can understand it?
And what I get from your post Bob, then you shouldn't have to do so many triggers with only three units.

[Edit] Thanks Kingra for the typo tongue.gif.
Report, edit, etc...Posted by Kingra on 2004-10-19 at 18:30:44
'Scuse me, but, Xeno never posted anything here. Maybe you mistook someone for Xeno.
Report, edit, etc...Posted by NeoNightmareX on 2004-10-19 at 18:44:24
for the failed one u can just not do it and forget about failing combos just do the ones that make the heros its just way easier and as they said saves HOURS of work and WAY too many triggers
Report, edit, etc...Posted by Ninja)be( on 2004-10-19 at 18:48:38
dont make triggers for ones that would fail.. just do for other ones or u could do if player 1 brings 2 units to location x and switches for combining isnt set..display text blah blah and do whatever
Report, edit, etc...Posted by Crispie on 2004-10-19 at 21:04:25
There is one way....Thisll be shorter, but can still be very long.

Lets say you are only going to have it where you will be using unit A,B,C, and D for creating heros, and it takes 3 units to create a combo.

Conditions
Player X brings at most 0 A to location 1
Player X brings at most 0 B to location 1
Player X brings at most 0 C to location 1
Player X brings at most 0 D to location 1
Player X brings at exactly 3 of any unit to location 1

Action
Kill/Remove all units at location 1
Create 1 Failed Creation at location whatever.
Preserve Trigger


Im not sure if the conditions will conflict at all. But what this will do is cut down A LOT of triggers youd have to do for the combos. As for the rest of the failure combos that exist that include units A, B, C, or D, you have to manually trigger all those out in creation of a Failed Creation. I hope this helps.



ADDITION: Heres another idea, though I quickly did it so it may have some bugs or flaws in it.

Another way is this,


Have 2 locations. Location 1 and 2. By default have Location 1 where you put your units that will make the combo. Have the other off somewhere. Have a burrowed Hydralisk somewhere else, and have a burrowed neutral zergling where your combo area is(location 1).

(Location 1 is at the burrowed zergling at Location 3, and Location 2 is at the burrowed Lurker at location 4)

Use these triggers.

(this is an example of if one of the combos is A, B, and C)

Conditions
Player brings exactly 3 of any unit to Location 1

Actions
Center Location 1 on lurker at Location 4
Center Location 2 on zergling at Location 3 (this switches places of L1 and 2)
Preserve Trigger

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

Conditions
Player brings exactly 1 A to location 2
Player brings exactly 1 B to location 2
Player brings exactly 1 C to location 2

Action
Remove 1 A at location 2
Remove 1 B at location 2
Remove 1 C at location 2
Create 1 Hero Unit at location whatever
Center Location 2 on lurker at Location 4
Center Location 1 on zergling at Location 3 (this switches places of L1 and 2)
Preserve trigger

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

Conditions
Player brings at least 3 units to location 1

Action
Wait 1000ms
Set Switch 1

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

Conditions
Player brings at least 3 units to location 1
Switch 1 Set

Action
Remove 3 Any Unit at location 2
Create 1 Failed Creatoint at location whatever
Center Location 2 on lurker at Location 4
Center Location 1 on zergling at Location 3 (this switches places of L1 and 2)
Preserve trigger


What this does is allow for any working combos to create the heros and do there business, and if after a second the hero doesnt appear, (meaning its a failed combo), the second trigger will kick in and remove the units and create the Failed Creation. Bad thing about this is if someone adds more than 3 units to the Location, then randomly 3 of the how many ever extra units at the location will be removed.

Edit By Bolt_Head: Spacing adjusted
Report, edit, etc...Posted by RexyRex on 2004-10-19 at 21:15:20
I say scrap it, it's a lot of useless work tongue.gif.
Report, edit, etc...Posted by xtremebob on 2004-10-19 at 21:34:15
I've though up of one but there is a serious falw in it, I post it and tell me if there is a was to prevent this flaw.

Failure Trigger
Trigger
Conditions:
¤ Player X brings 3 men to location Fuse
¤ Failure Switch is set
Actions:
¤ Remove all men at location Fuse
¤ Create 1 failure at location Fused Units
¤ Set Failure Switch


Hero Example Trigger
Trigger
Conditions:
¤ Player X bring exactly 1 Unit A
¤ Player X bring exactly 1 Unit B
¤ Player X bring exactly 1 Unit C
Actions:
¤ Clear Failure Switch
¤ Remove all men at Fuse
¤ Create 1 Hero at location Fused Units
¤ Set Failure Switch

If you don't the problem its that, whenever you create a hero, and then a failure the hero gets removed and a failure is put in its place.
Report, edit, etc...Posted by iiiiLLLLi on 2004-10-19 at 22:42:38
Can't you just add a trigger after each of the hero triggers? One that would check for any component units remaining, and if it finds any, kill them all and make an infested. If they brought the proper combination, it would make the hero, but if it doesn't make a hero, the units are left behind and the trigger replaces them with an infested. IIRC they do go in order.
Report, edit, etc...Posted by Crispie on 2004-10-19 at 23:37:42
Problem with that is that the conditions for a failure combo would never be fulfilled.
Report, edit, etc...Posted by RiShiN.rK on 2004-10-19 at 23:52:55
here u go happy.gif

the only fusion i made was marine,marine,firebat which makes gui

I 4got to do this but you should add this trigger as well because if they bring 4 or more units then nothing will happen

Trigger
Description:
Too Many Units
Conditions:
¤ Player 1 brings at least 4 men to Fuse
Actions:
¤ move all any men for player 1 at fuse to ???
¤ display text : You can only fuse 3 at a time
¤ preserve trigger
Report, edit, etc...Posted by iiiiLLLLi on 2004-10-20 at 07:03:46
Why would the condition for a failure never be fulfilled?


Trigger
Description:
Making Hero 1
Conditions:
¤ Player 1 brings exactly 3 Terran Marine to Fuse
Actions:
¤ Kill 3 Terran Marine for Player 1 at Fuse
¤ Create 1 Hero 1 at Fuse
¤ Preserve trigger



Trigger
Description:
Failure
Conditions:
¤ Player 1 brings at least 2 any unit to Fuse
Actions:
¤ Kill all any unit for Player 1 at Fuse
¤ Create 1 Failed hero at Fuse
¤ Preserve trigger


If it doesn't make any heroes, the units are just left there at the end, where the last trigger kills them all and makes a failed hero. But if they make a hero, there's only one unit on the beacon, and the failed hero trigger never fires.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-20 at 09:44:46
QUOTE(iiiiLLLLi @ Oct 20 2004, 06:03 AM)
Why would the condition for a failure never be fulfilled?
[right][snapback]87032[/snapback][/right]


Aww i thought you were quizing us you got me excited for no reason. Oh yeah about the question.

QUOTE(xtremebob @ Oct 19 2004, 02:49 PM)
What I'm trying to do is this. Whenever you bring a combination of units to a location, it will mevove those units and create a hero. My question is that if you bring a wrong combination, it will create a set "failed" unit (a.k.a Infested Terran)
Here is an example to further more explain my question.
Lets say that the units you can use to make the heros are marines, ghosts, and firebat.
Lets say the combination to make Jim will be marine, marine, ghost .
And to make Gui its marine, firebat, ghost.
What would I have to do to create an infested terran if I don't bring any of the combinations? (example: marine, marine, marine = infested terran?)
If you know, Thanks in advance!
[right][snapback]86646[/snapback][/right]


Hey i appologise if any of you have already said this but this is easy.


Trigger
Description:
Jim
Players:
¤ whoever
Conditions:
¤ Current player brings exactly 2 marines to location
¤ Current player brings exactly one ghost to location
Actions:
¤ Create one Jim at spawn
¤ Remove 3 men at location for current player
¤ Preserve Trigger (optional)




Trigger
Description:
Gui
Players:
¤ whoever
Conditions:
¤ Current player brings exactly marine to location
¤ Current player brings exactly one ghost to location
¤ Current player brings exactly one firebat to location
Actions:
¤ Create one Gui at spawn
¤ Remove 3 men at location for current player
¤ Preserve Trigger (optional)


Have all your combo triggers above your failed triggers


Trigger
Description:
Infested
Players:
¤ whoever
Conditions:
¤ Current player brings at least 3 men to location
Actions:
¤ Create one Infested terrain at spawn
¤ Remove 3 men at location for current player
¤ Preserve Trigger


Edit: ok i skimmed the thread, you need to just make sure your fail trigger is after your combo triggers. So your hero triggers check if the exact combination of 3 units is there. But if there are any other 3 units there the fail trigger will have the chance to fire and you will get your infested dude.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-10-20 at 15:39:09
For your third trigger, have the actions:

wait 100 miliseonds
set switch 'w/e'

new trigger:
condition: switch 'w/e' is set, player brings 3 units to location
action: remove units at location, wait 1 milisecond, create 1 failed at location


new trigger:
condition: switch 'w/e' is set, player brings at most 2 units to location 'w/e'
action: clear switch 'w/e'


Basically, if the 3 units don't get removed, then you get a failed. I added waits so the trigger wouldn't mess themselves up. If the 3 are removed, then it won't do the failure thing.

Only problem is it will make a failed if they bring 3 heroes to that location, so I don't know if you want that or not.
Report, edit, etc...Posted by xtremebob on 2004-10-20 at 15:57:22
Thanks, (U)Bolt_Head yours worked and Zerg Palying Dead Thanks for your contribution but, the units thats are used for mixing are brought immediately to the "pen" where they can be chose to be mixed so I am not worried about that.
Once again thanks biggrin.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-20 at 16:41:39
QUOTE(Zerg Playing Dead @ Oct 20 2004, 02:39 PM)
For your third trigger, have the actions:

wait 100 miliseonds
set switch 'w/e'

new trigger:
condition: switch 'w/e' is set, player brings 3 units to location
action: remove units at location, wait 1 milisecond, create 1 failed at location
new trigger:
condition: switch 'w/e' is set, player brings at most 2 units to location 'w/e'
action: clear switch 'w/e'
Basically, if the 3 units don't get removed, then you get a failed.  I added waits so the trigger wouldn't mess themselves up.  If the 3 are removed, then it won't do the failure thing.

Only problem is it will make a failed if they bring 3 heroes to that location, so I don't know if you want that or not.
[right][snapback]87120[/snapback][/right]


Oh cause i don't understand why you would make the extra effort to slow it down.
Report, edit, etc...Posted by xtremebob on 2004-10-20 at 18:04:50
Well her it goes, this an beta version of what I was doing i'll also post it in that other place that I can't remember whats it's called laugh.gif
Report, edit, etc...Posted by iiiiLLLLi on 2004-10-20 at 22:51:10
Bolt Head just told him to do exactly what I told him to do, except mine was a post before his.
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