Staredit Network

Staredit Network -> UMS Assistance -> A Ending Triger....
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-20 at 23:32:51
Okey,well I haveing a problem. I makeing a sunken Defence and I can't figer out how to get it to end in defeat when A unit gets to the end of the map... help... please...
Report, edit, etc...Posted by FizzleBoink on 2003-12-21 at 04:49:08
Well StarMonkey... bananas to you.. You've come to the right place! SEN, providing the StarCraft Mapping Universe with ease and compatibilty...

CRITERIA:
- Computer player reaches location (THE END), Players lose game
- Location will be known as "END GAME"

TRIGGER CONDITIONS:
- "Computer Player" brings at least "1" any unit to "END GAME"
TRIGGER ACTIONS:
- Display for current player: --- Defeat is inevitable --- (OPTIONAL)
- End scenario in defeat for current player

Hope this sheds some light upon your mapping endeavor...
Report, edit, etc...Posted by chuiu on 2003-12-21 at 09:30:04
That display message won't display the message to anyone but the computer though.

So you should have the trigger set a switch instead of giving defeat. Like this:

Conditions (for computer players)
Computer brings at least 1 men to location 'endGame'.

Actions
Set switch 'endGame'.


Conditions (for all players losing the game)
Switch 'endGame' is set.

Actions
Display message for current player 'You sux0rz!!1ONEONE'.
End scenario in defeat for current player.
Report, edit, etc...Posted by Mini Moose 2707 on 2003-12-21 at 10:41:38
You people never inclde the players part of the trigger. Its important. :/

Players: Defenders
Conditions: Comp Player brings at least 1 men to "meh"
Actions: Display Text: You lose becuase you're losers.
End scenario in defeat for current player.

It really is that simple.
Report, edit, etc...Posted by dashrike on 2003-12-21 at 10:44:34
I love this. We all know how to map stuff, yet we can never agree on the right way to do it. We all tend to get the same effect done, but never go about it the same way.
Report, edit, etc...Posted by Staredit.Net Essence on 2003-12-21 at 20:07:35
Okey, I got how to get the ending triger to work BUT I can't seem to get the units to move... I just get them to warp to a location and then they attack. I don't wan them to attack. Sorry if this it anoying to an answer but this is my 1st D and i'm not doing to good.
Report, edit, etc...Posted by chuiu on 2003-12-21 at 21:54:23
You want them to move, right? Then ORDER them to move instantly after arriving at that location.

Conditions
Always.
OR
Player brings at least 1 men to location 'Start move'.

Actions
Order all men for Player at location 'Start move' move to location 'Stop here'.
Preserve Trigger.
Report, edit, etc...Posted by FizzleBoink on 2003-12-21 at 22:11:34
Chu's trigger will work, but I have a question? What are they attacking??
Cause if its enemy units, do refer to tutorials or ask someone.. maybe post smile.gif
Report, edit, etc...Posted by chuiu on 2003-12-21 at 22:53:06
This is a defense map. You want them to not attack, so have them move.

But you want them to attack when they are walled in, so keep them unallied.
Report, edit, etc...Posted by .Coko[CK] on 2003-12-23 at 18:46:31
Its to do with what you use, i can't remember at the moment, but one "Order" Style will make them ignore being attacked; while the other will cause them to attack as they go. A little advice, maybe make a time limit to each round and remove them after that, say if the player walls, and they get stuck, so that they lose the kills; i'm not sure...
Report, edit, etc...Posted by chuiu on 2003-12-23 at 18:54:27
Move to = They will move, and not attack untill they have reached their destination.

Attack to = They will move, and only attack if they are attacked themselves, or if blocked.

Patrol to = They will attack everything along to way to their destination, and they will patrol the given corse indefinately.
Report, edit, etc...Posted by .Coko[CK] on 2003-12-24 at 07:05:16
There; thanks! Well thats the different settings, each with their own effects. Another possibility is to make hte defences invincable for a small period, and after that period they won't be; because it has taken too long for the units to get through, so they can attack the defenders.
Next Page (1)