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Staredit Network -> UMS Assistance -> RP trigger
Report, edit, etc...Posted by Aurvian on 2004-12-19 at 18:58:58
confused.gif me and my accomplice have no idea how to even approach this trigger confused.gif But the idea is that when you cant spawn a unit somewhere. The trigger will remeber the unit u spawned and how many without having the error msg come up.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-19 at 20:06:06
How many differant types of units are there?

You could try this.


Trigger
Description:
Main Spawn Trigger
Players:
¤ Player X
Conditions:
¤ Conditions for this unit to spawn
Actions:
¤ Create one dude at 'Spawn Away' for current player
¤ Move all dude at 'spawn away' for current player to 'real spawn'
¤ Preserve Trigger


Trigger
Description:
ReSpawn Attempt
Players:
¤ Player X
Conditions:
¤ Current player brings exactly 0 men to spawnaway
¤ Current player suffers at least one death of 'counter one'
Actions:
¤ Create one dude1 at spawnaway for current player
¤ Set deaths for current player to subtract 1 for 'counter one'
¤ Move all dude1 at location spawnaway to realspawn
¤ Preserve Trigger


Trigger
Description:
Spawn Counter
Players:
¤ Player X
Conditions:
¤ Current player brings at least one dude1 to spawnaway
Actions:
¤ Remove all dude1 for current player at spawnaway.
¤ Add 1 deaths for counter 1 for current player.
¤ Preserve Trigger


Yep that should do it lol.
Report, edit, etc...Posted by High on 2004-12-20 at 00:16:10
If its a rp, it will be every unit in the game
Report, edit, etc...Posted by Kizar(A) on 2004-12-20 at 00:18:50
That might take awhile......(anyone got any good rp maps? while were on the subject)
Report, edit, etc...Posted by chuiu on 2004-12-20 at 00:44:35
You can make a custom counter using custom points, or unit deaths (of units that you wont be killing in the game, of course). And make a failsafe in the trigger that counts the number of units in the spawn location before hand and if its too many then another trigger goes off instead. It would be about 3 triggers like this...

First One
Conditions:
Current player brings at most 30 men to location.
Other conditions you're using.

Actions:
Create unit at location.
Other actions you're doing.

Second One
Conditions:
Current player brings at least 30 men to location.
Other conditions you're using.

Actions:
Modify death counts for Current player Add 1 for Map revealer.
Other actions you think you might need.

Final One
Conditions:
Current player brings at most 30 men to location.
Current player has suffered at least 1 deaths of Map revealer.
Other conditions you're using.

Actions:
Modify death counts for Current player Subtract 1 for Map revealer.
Create unit at location.
Other actions you're doing.


I hope that helps you out.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-20 at 01:12:47
QUOTE(High @ Dec 19 2004, 11:16 PM)
If its a rp, it will be every unit in the game
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Ohh . . . Yeah RP maps suck.

QUOTE(Kizar(A) @ Dec 19 2004, 11:18 PM)
That might take awhile......(anyone got any good rp maps? while were on the subject)
[right][snapback]112475[/snapback][/right]


In that case you should proboly just store the units in a back up location and not use counters at all. (just create them some where else and use the move trigger to move them to where they need to be) Just make sure you don't have make enouth to fill both spots..

PS. There aren't any good RP maps. Even if there was a good one It would still be stupid.

QUOTE(Chu @ Dec 19 2004, 11:44 PM)
And make a failsafe in the trigger that counts the number of units in the spawn location before hand and if its too many then another trigger goes off instead.  It would be about 3 triggers like this...
[right][snapback]112479[/snapback][/right]

If you create them somewhere where you know there is no units and move them, then you don't have to guess how many units can fit in the area.
Report, edit, etc...Posted by ChaosRyder on 2004-12-20 at 08:13:24
(U)Bolt_Head, your idea is too complicated for no reasons.
Use this:
Lets say I want to spaw a Marine
I will use to location Waitting to spaw as a waiting spot will he gets out of the non spawable place
Spaw will be the location over the observer or the units that paws other units
Create Marine will be the location you bring the civ to create a units.

Heres it goes:

Trigger
Players:
¤ Player 1
Conditions:
¤ Current Player brings at least 1 civilian to create Marine
¤ Current Player commands at most 10-30 Marines to waitting to spaw. ( Depending on the size to Waitting to spaw )
Actions:
¤ Create 1 Marine for current player at waitting to spaw.
¤ Preserve Trigger

This trigger you need to do for every units.

Trigger
Players:
¤ Player 1
Conditions:
¤ Current Player Brings at least 1 any units to waitting to spaw.
Actions:
¤ Move all any units owned by current player at waitting to spaw to Spaw
¤ Preserve trigger.

This trigger you do only once, But one for all players.
Report, edit, etc...Posted by 007Torrasque on 2004-12-20 at 08:50:31
chaos dont spam, that idea is more of an overflow control bolts idea worked perfectly
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-20 at 11:09:32
QUOTE((U)Bolt_Head @ Dec 20 2004, 12:12 AM)
In that case you should proboly just store the units in a back up location and not use counters at all.  (just create them some where else and use the move trigger to move them to where they need to be)  Just make sure  you don't have make enouth to fill both spots.
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QUOTE(ChaosRyder @ Dec 20 2004, 07:13 AM)
(U)Bolt_Head, your idea is too complicated for no reasons.
Use this: ...
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Theres a reason to my madness, First i don't think theres is a much of point to using at most because you can be more accurate by just creating it else where and moving it. Secondly I created the counter to clear up the prespawning place. Also to avoid that space also being filled. (although i guess you could use at most or something to that effect to restrict your precreating zone so it doesn't get too many units.)

I assume "spaw" and "Spaw" are differant locations?

After i realized that he would have to do this for every unit and it was a RP map I suggested to create the triggers similer to the way your doing it, although i didn't write it out.

PS. You know its called "spawN" not spaw or paws
Report, edit, etc...Posted by ChaosRyder on 2004-12-20 at 17:43:07
QUOTE(007Torrasque @ Dec 20 2004, 09:50 AM)
chaos dont spam, that idea is more of an overflow control bolts idea worked perfectly
[right][snapback]112558[/snapback][/right]


Hey, I didn't say it doesn't work, but since it is an RP, and that you have to do the trigger for every units, using his way is a bit long. The one I said works too, it's just faster to do and more simple

QUOTE((U)Bolt_Head)
PS. You know its called "spawN" not spaw or paws

Yea I know, sorry, English isn't my mother(or main, or I don't know how you call it) language so it isn't a reflex to write correcly when I type in english. I'll try using spell Check more often.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-20 at 18:55:37
Thats kind of off topic Legacy. He didn't ask "how can i slow down the spawning process?".
Report, edit, etc...Posted by LegacyWeapon on 2004-12-20 at 19:08:59
Sorry about the off-topic, I completely understand what he was asking.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-20 at 19:19:01
Its alright, your forgiven smile.gif

Anyways lets wait for Aurvian to come back before we continue replying.
Report, edit, etc...Posted by KaboomHahahein on 2004-12-20 at 19:24:13
Sorry if I am off topic. Don't want to make a new topic.

Speakin of the unit unplacabe thing. Well in his first post he talked about it. I remeber seeing a list of all the units you can create at once no matter how big the location is it will still have the unit inplacable. Anyone know where i can find it?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-20 at 20:06:03
Thats pretty much any unit that isn't a building. Any unit that can displaced.
Report, edit, etc...Posted by Aurvian on 2004-12-20 at 20:45:09
Its already been done but i just want to know how they did it .,...

disgust.gif
you guys are soppose to know this

happy.gif jking happy.gif
anyhow yea who ever said it goes to another area is on the right track i think they use like 3 locations im not sure since most good rp maps are protected
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-21 at 04:59:58
Uhh? what the hell, we just told you a way to do it. Why isn't the triggers we listed correct?
Report, edit, etc...Posted by ChaosRyder on 2004-12-21 at 08:22:59
QUOTE(Aurvian @ Dec 20 2004, 09:45 PM)
Its already been done but i just want to know how they did it .,...

disgust.gif
you guys are soppose to know this

happy.gif jking  happy.gif
anyhow yea who ever said it goes to another area is on the right track i think they use like 3 locations im not sure since most good rp maps are protected
[right][snapback]112786[/snapback][/right]


Yes, we do know how, we listed you triggers at top. You can use Bolt's or my way, both work fine, but yes we do know how.
Report, edit, etc...Posted by chuiu on 2004-12-21 at 10:21:21
censored.gif , I think I understand what he means now. Yeah you need an area where units are made, and an area where units are stored in case they can't be moved to the third area which is their destination.

Something like ...

Conditions:
That cause the unit to spawn in the first place.

Actions:
You create the unit at a small unblocked location on the map OR
it was built at a barracks, or gateway, etc ...
Move 1 of 'Any Unit' at '1st Build Location' to '2nd Large location'. "the holding cell"

Conditions:
Current player brings at least 1 unit to '2nd Large location'.

Actions:
Move 1 of Any Unit at '2nd Large location' to '3rd Destination'.


Preserve on all of these. And that should work. If a unit can't go to the third location then it won't. All you need now is a trigger tha moves the location to a better spot to spawn units at. I hope this is what you were talking about and this help you out.

If you don't want to use this method of the huge holding cell, then you can use unit deaths for players as a counter of units not moved. I can show you those triggers but it requires much much more work. Like 2 triggers per unit you're using plus a couple more I think would do it.
Report, edit, etc...Posted by LegacyWeapon on 2004-12-21 at 16:06:23
Chu, why are you wasting a location for spawning?
Perhaps you might want to just spawn it into the holding cell.
And also the holding cell may overflow.

Trigger
Conditions:
¤ Conditions for spawning unit.
¤ Current player commands at most 30* of any unit at location 'hold'.
Actions:
¤ Create 1 unit at 'hold'.
¤ Preserve trigger.


Trigger
Conditions:
¤ Current player brings at least 1 of any unit to 'hold'.
Actions:
¤ Move 1 of any unit at 'hold' to 'spawn for p1'.


30* is just an example number.

This would work for up to 30 units. Set it so that it is the peak amount of units allowed at the 'hold'.
Report, edit, etc...Posted by chuiu on 2004-12-21 at 16:13:51
Im not WASTING a location I was adding that on there to cover both the situation of him building those units from a barracks or gateway AND triggering a spawn from something else.

Legacy your way wouldn't help him do what he wants to do. He wants to save the units not sent to their destination. Yours just prevents him from making more than can fit at the destination and holding cell combined.

Theoretically if he was using a holding cell it would need to be large enough to hold 50 or more units in case of extreme situations like that. You may even want/need more holding cells.
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