always
preserve trigger
give units from p1 to p2
wait 50 miliseconds
give units from p2 to p3
wait 50 miliseconds
and so on until eat reaches to what ever player it is i think 256
and then the last will be
give units from p256 to p1
is that really possible like it will turn to green to yellow to red to blue and so on
its almost the same as the rainbow trigger but on the unit, building becon or whatever.
You won't be able to control the unit itself then.
i was trying to say is that these are in neutral there for show like models
so would it work not just for controlling but for show
you could most likely do that but youd have to use some switches in the trigger but personally it would be a waste of time because many repeat.
Simpler: You'd have something like 512 actions so you'd have to find a method to string the triggers together.
can yall tell me how just for a start of it
tell you how to begin what? arent you advanced by the way? need more info...
| Trigger |
| Conditions: |
| ¤ Death count is 0 |
| Actions: |
¤ Set player
|
¤ Wait
|
¤ etc etc etc (60 more actions)
|
¤ set deaths to 1
|
| ¤ preserve |
| Trigger |
| Conditions: |
| ¤ Death count is 1 |
| Actions: |
¤ Set player
|
¤ Wait
|
¤ etc etc etc (60 more actions)
|
¤ set deaths to 2
|
| ¤ preserve |
So you could string 512 actions into one "trigger"
He says he's advanced, but he's more a medium, You can check his maps..
Anyways ya that would work, for a decoration unit. not if the unit will be doing anything.
When units are given to players 8+, they don't change color on the map, I think. I made a map to test this, and it just keeps crashing.
i know that im trying to make a little kick out of it
i know it will stay green but on the minimap it will change colors
so will any players like 200 or around there will it have a color change too
QUOTE
When units are given to players 8+,
Players >12.
Players 1-12 work, for all versions of Starcraft, and all computers. They are the main players. They were coded into Starcraft. Players beyond them don't exist.
You simply CANT give a unit for players beyond 12. Just preplace them. And most of them have ugly colors, strange effects or crash. You never know what they will do

Wouldn't twelve not work? It's considered a person that is not in the game so could you switch to it and have your zergling actually move? P12 is how people get the zergling to explode after someone leaves a game so would it work?
I've never had it work righ, it always get screwed up, but I've heard from random people that it will keep the color, but belong to P12, like if a person left. Whether this is true or not I do not know

You'd have to test it. Don't be surprised if it's wong....
Pity; that ruins the rainbow effect. Because the laderboard colors of units went in rainboe order in sets of 10.
Hey, that's a neat idea. Using the leaderboard as a decoration of some kind. I've never seen that before. Will it include players above 12?, or will it alawys have the basic players as the same color?
OH MY GOD!!!
QUOTE(Ðeathknight)
Players 1-12 work, for all versions of Starcraft, and all computers. They are the main players. They were coded into Starcraft. Players beyond them don't exist.
QUOTE(Clokr_)
You simply CANT give a unit for players beyond 12. Just preplace them. And most of them have ugly colors, strange effects or crash. You never know what they will do
------
QUOTE(Replicated)
Wouldn't twelve not work? It's considered a person that is not in the game so could you switch to it and have your zergling actually move? P12 is how people get the zergling to explode after someone leaves a game so would it work?
Player 12 can not be a human player, it is like a computer player, but neutral.
i finally got it it. i made the hyper trigger by copying it 3 times of the first trigger.
it made the becoins flash in diffrent colors but player 12 and higher dosent work so yall are right.
so then the becons when u see it in the real map keep sswitching controls to red to green and it looks cool.
on the minimap flashes all kind of colors if below player 12.
and i made the rainbow trigger with the wireframes at the same time
so everything almost work perfeclty.
heres a trigger that i did for becon flashes
1. always
gain control of P1 to P4
wait 0
gain control of P4 to P9
wait 0
gain control of P9 to P10
wait 0
gain control of P10 to P11
wait 0
gain control of P11 to P1
preserve trigger
heres the trigger for rainbow effect on wireframes
2. always
modify unit hit points for all to 25
wait 0
modify unit hit points for all to 100
wait 0
modify unit hit points for all to 50
wiat 0
modify unit hit points for all to 5
wait 0
modify unit hit points for all to 75
and i copy them to a pattern like this
1.
2.
1.
2.
1.
2.
and in these triggers i didnt have to all that crap with fill in all the waits until its full so this trigger i made should work with yall too
and also the leader board in my game dosent have the computer but thats a great idea too make a computer player flash on the leader board
ADDITION:
and i almost forgot
hey deathknight shut up ur not really helping on any of this
were talking about P12 and over
thats if player 12 work then u will be surprised
and also i got another question
is there a trigger that can kill units when people like leave the game and does it gain control to player 12 can it kill it to get it out of the way
and also my nuetral models are player 256 will they get killed to since there like player 12
QUOTE
Wouldn't twelve not work? It's considered a person that is not in the game so could you switch to it and have your zergling actually move? P12 is how people get the zergling to explode after someone leaves a game so would it work?
P12 is called the "neutral player". When a player exits the game, all his units will be given to P12. However, P12 units can be preplaced. In maps that "explode" zerglings, if that's what you want to call it, the mapper cannot really use P12 units because he has reserved that player slot exclusively to detect if a player has exited the game. However, if you don't want to add that feature, you can still use P12 as a regular 8+ slot. Note, however, that P12 also has some special properties, e.g. P1's zergling gets turned into P12, players enemy with P1 will attack that Zergling regardless of their alliance with P12, and vice versa.