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Staredit Network -> UMS Assistance -> Need help auto changing units
Report, edit, etc...Posted by sonic on 2004-11-08 at 00:56:04
Im currently making a map called conquest asia. Its like those ww2 maps where if you are a specific country specific units become specific heros. Likeif you were russia and you made a marine then it becomes a russian trooper but if you were french thne it becomes frech commando. something like that. So what im trying to do is something similar where if each coutnry makes a unit on a map it becomes a special unit for that country only. Plz tell me what the triggers are if you know em.

I know about placing location eveyrwehere and making them spawn at eveyrwher but i dont know if doing that would make all the units appera at the middle of the map.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-08 at 01:19:42
make a location called fspawn

Then if french control one marine, center the location on the marine, kill it, and create one <insert unit here> at the location. If you want, I'll give you triggers.
Report, edit, etc...Posted by sonic on 2004-11-08 at 01:40:11
PLZ GIVE ME TRIGGER =) and thank you!!!
Report, edit, etc...Posted by RiShiN.rK on 2004-11-08 at 02:00:16
Heres a trigger that would transform a regular marine into raynor if the player controlled france


Trigger
Description:
Trigger
Conditions:
¤ Current Player Bring's at least 1 building to france's capitol
¤ Current player brings at least 1 marine to anywhere
Actions:
¤ Move location labled sFrance on Marine for Current Player
¤ Remove 1 Marine at sFrace for current Player
¤ Create 1 Raynor for current player at sFrace
¤ Preserve Trigger
Report, edit, etc...Posted by Thels on 2004-11-08 at 09:48:24
If the 'nation' is fixed to a certain player (the blue player is always france for example), then you don't need the 1st condition, just enable it for player blue only.

There was a Blizzard map that did it as well. Forgot how it was called sad.gif

Err, I remember, I think. Mercenaries.
Report, edit, etc...Posted by sonic on 2004-11-09 at 00:54:15
I wat dt_battlekruiser >< he sooo 1337pro man .......... help me plz . And make it clear.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-09 at 10:09:53
uhhhh....... pinch.gif

Lets see.

1. Make a location called fspawn
2. Make a location called gspawn

then do

Trigger
Players:
¤ All Players
Conditions:
¤ <condition that makes sure they are french, say commands one building at french HQ>
¤ Current Player Commands at least 1 Marine
Actions:
¤ Center location fspawn on Marine owned by current player at anywhere
¤ Kill 1 Marine for Current Player at fspawn
¤ Create 1 <enter unit that replaces a marine in your map for French> at fspawn
¤ Preserve Trigger


Trigger
Players:
¤ All Players
Conditions:
¤ <condition that makes sure they are german, say commands one building at german HQ>
¤ Current Player Commands at least 1 Marine
Actions:
¤ Center location gspawn on Marine owned by current player at anywhere
¤ Kill 1 Marine for Current Player at gspawn
¤ Create 1 <enter unit that replaces a marine in your map for Germas> at gspawn
¤ Preserve Trigger
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-09 at 11:54:38
Why would you kill the marine? People have an obsession with killing units when they should just remove them.
Report, edit, etc...Posted by Tuxedo Templar on 2004-11-09 at 12:41:30
Because it requires the tiniest smidge of abstract thinking, which thusly eliminates 99% of the population (it seems). People can easily imagine a unit "going away" by dying, as it naturally does in the game, but the more realistic approach of "removing" it requires people to think in terms of what they can do with trigger functionality vs. what happens in game functionality.

Sounds weird but that's how it is.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-09 at 16:31:23
lol, sad but true.

I want to add that you may want to add a 1 millisecond wait between removing/killing and creating, because otherwise it won't be created on the exact spot (next to it), and that doesn't look as professional.
Report, edit, etc...Posted by BeeR_KeG on 2004-11-09 at 17:58:08

Trigger
Description:
Marine Thing
Players:
¤ Player X
Conditions:
¤ Player X commands at least X "Unit"
¤ Any other Condition
Actions:
¤ Center location on "Unit"
¤ Remove 1 "Unit" at that location
¤ Create 1 "Other Unit" at that location
¤ Any other action
¤ Preserve trigger


You guys use too many triggers on that. Damn, the 2 triggers you posted where different.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-09 at 18:11:17
God I was too tired to think. If I made the map I would have put remove...
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-09 at 20:39:01
QUOTE(Zerg Playing Dead @ Nov 9 2004, 04:31 PM)
I want to add that you may want to add a 1 millisecond wait between removing/killing and creating, because otherwise it won't be created on the exact spot (next to it), and that doesn't look as professional.
[right][snapback]96558[/snapback][/right]


Na thats not true.
Report, edit, etc...Posted by sonic on 2004-11-09 at 22:31:54
WHOO HOOOO alrite im do that..... uhh later cause im too lazy rite now but this might acutally be the first map thati finish!!!!!!!!!!!!!!!!!! lol

I usually mod other poeples maps and chane some stuff so it donst look similar.......
my friend calls me a noob but i just say its Sharing ahahah!!!!!!!!
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