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Staredit Network -> UMS Assistance -> Question on triggers
Report, edit, etc...Posted by MidnightGladius on 2004-10-31 at 14:50:35
I'd like to know, is it possible to get the trigger "Center Location" to differentiate between buildings under different circumstances other than buy their location and player?

(simplified)

If I have a collection of unpowered Protoss buildings and want to make them powered without pylons, is it possible to get the trigger to differentiate between uinpowered buildings and powered buildings?

If not, is there another alternative besides A: making lots of locations for each building and then modifying the doodad state for each, or B: adding pylons (which is my least favorable option)?
Report, edit, etc...Posted by KaboomHahahein on 2004-10-31 at 16:20:44
It is impossible if it could tell it would ask you. Anyways if you are laxy just add the damn pylons it makes it looke more real since protoss are supposed to need pylons to power up their buildings. It you prefer to make it look cool and not need pylons i guess you will need to make locations for every single building. If I was you I would just use the pylons.
Report, edit, etc...Posted by NeoNightmareX on 2004-10-31 at 16:25:32
i doubt that there is, when you make protoss buildings, its assumed to be unpowered isnt it? so i guess that the trigger wont work

for the disable doodad state, i think u jsut need one location like this

Players - Owners of the Buildings
--------------------------------------
Conditions - Always or whatever you want the conditions to be
--------------------------------------
Actions - Enable/Disable/Toggle Doodad State for Gateway for Players at Anywhere/Location 1
Wait 0 Miliseconds
Enable/Disable/Toggle Doodad State for Cybernetics Core for Players at Anyhere/Location 1
Wait 0 Miliseconds
Enable/Disable/Toggle Doodad State for Forge for Players at Anywhere/Location 1
Wait 0 Miliseconds
--------------------------------------

and just do that for every building in 1 action
Report, edit, etc...Posted by MidnightGladius on 2004-10-31 at 18:06:35
QUOTE(NeoNightmareX @ Oct 31 2004, 04:25 PM)
i doubt that there is, when you make protoss buildings, its assumed to be unpowered isnt it? so i guess that the trigger wont work

for the disable doodad state, i think u jsut need one location like this

Players - Owners of the Buildings
--------------------------------------
Conditions - Always or whatever you want the conditions to be
--------------------------------------
Actions - Enable/Disable/Toggle Doodad State for Gateway for Players at Anywhere/Location 1
Wait 0 Miliseconds
Enable/Disable/Toggle Doodad State for Cybernetics Core for Players at Anyhere/Location 1
Wait 0 Miliseconds
Enable/Disable/Toggle Doodad State for Forge for Players at Anywhere/Location 1
Wait 0 Miliseconds
--------------------------------------

and just do that for every building in 1 action
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Well, this would work, except that the only buildings I'm powering up are Photon Cannons biggrin.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-31 at 18:16:49
Well here is one way to do it, start the cannons off for another player. Then center a location on it, when you do give it to the player you want to have it and enable the cannon.

Repeat this process until the first player no longer has anymore cannons.
Report, edit, etc...Posted by MidnightGladius on 2004-10-31 at 21:11:51
However, this doesn't seem to work when the original controller is neutral, yet when I place in on as an active player, they all start attacking me for no apparent reason after ther (supposedly) shift to my control... AKA the color becomes mine (white), yet they still continue to attack my other buildings/units...
Report, edit, etc...Posted by Zero on 2004-11-01 at 01:59:11
You could put locations between the building and put the trigger 'center location at 'location'
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-01 at 02:56:33
How do you put a location between a building? like is the building suppost to split in two and i'll put the location between it then?

MidnightGladius: when you refer to a neutral player are talking about P8+ or P1-P8 with neutral chosen for its controler. So do you have it figured out or do you still need help?

I'm not exactly sure of your circumstances but you could move burrowed zerglings underneath the cannons and use them to center locations on.
Report, edit, etc...Posted by Zero on 2004-11-01 at 03:53:40
I think he ment to have a location between 2 buildings...i really didnt get what he ment...
Report, edit, etc...Posted by Basan on 2004-11-01 at 04:58:33
QUOTE(MidNightGladius)
However, this doesn't seem to work when the original controller is neutral, yet when I place in on as an active player, they all start attacking me for no apparent reason after ther (supposedly) shift to my control... AKA the color becomes mine (white), yet they still continue to attack my other buildings/units...


U couls solve this with an ally with urself trigger...
But it seems that u've been messing around with the doodads or the ally vision thingy. ermm.gif


Edit reason
: Typo. Darn keyboard, son of a gun,... *Ranting mood*
Report, edit, etc...Posted by BeeR_KeG on 2004-11-01 at 07:04:28
Why make one location for each building?
I say it would be much better to make one big location for all the buildings. that way you don't lose as many locations.
Report, edit, etc...Posted by MidnightGladius on 2004-11-01 at 08:34:28
QUOTE(BeeR_KeG[eM)
,Nov 1 2004, 07:04 AM]Why make one location for each building?
I say it would be much better to make one big location for all the buildings. that way you don't lose as many locations.
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Well you see, the set doodad state trigger only enables/disables/toggles one of each building at a time, so it won't work...

Also, when I refer to neutral, I mean P1-8 with neutral selected. The zergling thing might work, it just means I have to pause the game at the beginning and allow all the cannons to "calibrate".
Report, edit, etc...Posted by LordVodka on 2004-11-01 at 11:00:08
Here's a thought, Make a rather large Location the size of the entire pylon aura(we'll call the PB for now).
Have it so that one centers on pylons and that location will control all the buildings around that pylon, and w/ hyper triggers, hypothetically, you will only need one of these, just have it cycle through each pylon. Have another location the size of a Nexus (becuase that's the largest sized Protoss building) and have that one cycle through all of the protoss buildings.

There ya go. Whether that will work or not, i havent a clue, its just an idea i came up w/ when i read through this topic.

-_=LordVodka=_-
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-01 at 13:22:04
QUOTE(InSaNeMaPpEr @ Nov 1 2004, 03:53 AM)
I think he ment to have a location between 2 buildings...i really didnt get what he ment...
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LOL this i one of those few moments where i actually did laugh out loud. You were the person who posted the thing about a location being between a building then you say you don't know what you ment. lol if you don't understand what your talking how can we.

QUOTE(BeeR_KeG[eM] @ Nov 1 2004, 07:04 AM)
Why make one location for each building?
I say it would be much better to make one big location for all the buildings. that way you don't lose as many locations.
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You can't make a big location for each building because when you disable them it will always select the same one (lower left) regardless of the fact of it being disabled or not. That’s why we were discussing giving the buildings to another player.
The reason i believe Insainemapper suggested a location for each building "although i doubt he realizes it" would be that he intended to have a trigger center on nonexistent units in the locations moving a single location to each of those spots and disabling the building at each spot. (this just prevents you from having to select all the locations, it isn't practical in this situation)

QUOTE(LordVodka @ Nov 1 2004, 11:00 AM)
Here's a thought, Make a rather large Location the size of the entire pylon aura(we'll call the PB for now).
Have it so that one centers on pylons and that location will control all the buildings around that pylon, and w/ hyper triggers, hypothetically, you will only need one of these, just have it cycle through each pylon. Have another location the size of a Nexus (becuase that's the largest sized Protoss building) and have that one cycle through all of the protoss buildings. 

There ya go. Whether that will work or not, i havent a clue, its just an idea i came up w/ when i read through this topic.

-_=LordVodka=_-
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Yeah, i think were still discussing how to cycle though the buildings lol. Apparently he can't give the building away to another player. Thanks for complicating what we already know.
Report, edit, etc...Posted by MidnightGladius on 2004-11-01 at 18:01:48
Well, I'm trying something similar to the burrowed zling thing, execpt that I'm using an observer for the cannons on un-burrowable terrain (water etc.). Wish me luck!

Also, can neutral players "own" units/buildings, as in the "Bring", "Command" and "Move" triggers? Because it sure doesn't seem like it...

Great... IT DOESN"T WORK!!!

Ok... Here are the triggers. There are only four, and they're pretty simple (player is always p7):

1. Centering Location Trigger (a):

C:Always
A:Center "Location X" on Observer owned by p7
Preserve Trigger

2. Centering Location Trigger (b)

C:Always
A:Center "Location Y" on Cannon owned by p3(neutral player that starts with cannons)
Preserve Trigger

3. Activation Trigger

C:p3 brings one cannon to "Location X"
A: Give cannon owned by p3 to p7
Enable cannon owned by p7 at "Location X"
Preserve Trigger

4. Quickening Trigger

C:p7 brings one Observer to "Location X"
p3 brings at most 0 cannons to "Location X"
A:Move all Observer at "Location X" to "Location Z"
Preserve Trigger

Not one of the buildings light up...
This is seriously getting on my nerves...
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-01 at 20:27:47
Start all the cannons owned by player 3 and use this trigger.

Condtions:
-Player 3 commands at least one cannon
Actions:
-Center location [1x1] on cannon owned by player 3 at anywhere
-Give 1 cannon at [1x1] owned by player 3 to player 7
-Enable doodad state for cannon at [1x1] for player 7
-Preserve Trigger

Use hyper triggers and or make copies of the trigger to speed it up.
Report, edit, etc...Posted by MidnightGladius on 2004-11-02 at 17:59:28
Ok I'm trying it out...

EDIT: It doesn't work. The buildings become under my control, but they're not powered. I copied your trigger word for word (in a figurative sense), but it's still not working... God this is beginning to annoy me.
Report, edit, etc...Posted by MidnightGladius on 2004-11-04 at 17:07:12
Since this thread has been getting off the first page, I'd like to bring it up again. I'm just going to insert the map here and let you see for yourself. The trigger in question is in the very bottom of p7's list. Please don't download it unless you intend to help me out. Obviously, don't steal it...
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-04 at 20:44:33
Your switch is compleatly useless, and you don't need disable although it didn't work after i removed those things.

Here is an example of the trigger using zerglings to constantly enable the cannons.
(ignore the game name)[attachmentid=2740]
Report, edit, etc...Posted by MidnightGladius on 2004-11-04 at 22:52:20
Does this only work with Zerglings? Can I use some other air unit for the cannons that are in unburrowable terrain? Oh well, guess I'll try... Thanks, though.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-05 at 00:27:20
You could use air units, i like burrowed units cause you can't see them and they won't move around.
Report, edit, etc...Posted by Basan on 2004-11-05 at 07:11:02
Gonna check the lagtest.scm triggerin', if u don't mind. ermm.gif
I might use 1 of those in a campaign I'm doin' (when player units arrive 2 a town and power it up 4 their use)... altough I've done it another way already. happy.gif
Report, edit, etc...Posted by KiLLeR2001 on 2004-11-10 at 17:08:52
QUOTE((U)Bolt_Head @ Nov 1 2004, 08:27 PM)
Start all the cannons owned by player 3 and use this trigger.

Condtions:
-Player 3 commands at least one cannon
Actions:
-Center location [1x1] on cannon owned by player 3 at anywhere
-Give 1 cannon at [1x1] owned by player 3 to player 7
-Enable doodad state for cannon at [1x1] for player 7
-Preserve Trigger

Use hyper triggers and or make copies of the trigger to speed it up.

The problem with this is that once you run through the 'Give Units to Player' Action, it still takes the game a second or so before it actually becomes Player 7's cannon... So while it's trying to give ownership to Player 7 you already ran the Enable Doodad action when the Cannon was still in Player 3's control.

This is why your buildings were not powered, Midnight.

Edit: Yes even with Hypers it still takes some time.
Report, edit, etc...Posted by MidnightGladius on 2004-11-10 at 17:29:37
QUOTE(KiLLeR2001 @ Nov 10 2004, 05:08 PM)
The problem with this is that once you run through the 'Give Units to Player' Action, it still takes the game a second or so before it actually becomes Player 7's cannon... So while it's trying to give ownership to Player 7 you already ran the Enable Doodad action when the Cannon was still in Player 3's control.

This is why your buildings were not powered, Midnight.

Edit: Yes even with Hypers it still takes some time.
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So therefore, I should put a wait trigger between the give trigger and the enable trigger? I'll try it out.

EDIT: Ok now it works, but it only stays powered for a second. I think I know why this is true: it will only stay powered if the location is still on it. Therfore, I'm stuck with my original nightmare...making one location for every single cannon sad.gif
Report, edit, etc...Posted by LegacyWeapon on 2004-11-10 at 17:43:42
Are you sure you copied this trigger many times?
1 for each building you want powered tongue.gif
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