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Staredit Network -> UMS Assistance -> A trigger to do..
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 00:18:50
Im making a Invisable Bunker D map ATM (just got SC for x-mas havnt played or made maps in like 3 yrs sad.gif ) and i was woundering i want to make a unit go to a location *Startround P1* and that unit goes to *spawn chooser* after he goes to *Startround P1* and unit are created at *start P1* for 30 sec, then that round is over until he moves the "Chooser" back to *Startround P1* and then it goes to round 2 and creates diff units, and so forth.

I looked in the tutorials and their wanst one for this. Could someone PLEASE help, thank you
Report, edit, etc...Posted by Screwed on 2004-12-31 at 02:37:06
asd dgfo0 jdsif jdssn biggrin.gif

translation -

Lol .. you talk lyke me.. that was quite hard to understand >_< biggrin.gif

^
l
l
l
Trash, read bottom only.


Anyways, about your question .. I'll try and reword it first

- Im making a Invisable Bunker D map ATM (just got SC for x-mas havnt played or made maps in like 3 yrs ).
- i was woundering i want to make a unit go to a location *Startround P1* and that unit goes to *spawn chooser* after he goes to *Startround P1*
- and unit are created at *start P1* for 30 sec, then that round is over until he moves the "Chooser" back to *Startround P1* and then it goes to round 2 and creates diff units, and so forth.

I'm assuming that is what you mean.

Firstly, I suppose you know how to cloak bunkers because you said u checked the tutorial.

To start a round:
Use Condition -
'Player 1' brings '1' 'chooser' to 'Startround p1'
For actions -
Move 'all' 'chooser' at 'Startround p1' to 'Spawn Chooser'.
Set 'Switch 1'
PreserveTrigger

Then do this

Use Condition -
'Switch 1' is 'set'
For actions -
Create 'number' 'units' at 'Start p1' for 'Player X'
Issue Order all 'units' at 'Start p1' 'attack' tp 'start p1 end'. (under 'Order' in action list, even tho it's attack, they will not deal dmg until they enter the location you ordered them to which is location start p1 end)
Wait for 30000 milliseconds (which is 30 seconds).
Set 'Switch 1b' (which is switch 2 renamed)

Edit: Continued

Next trigger to start next level, this involves the same format as the first trigger.

To start a round:
Use Condition -
'Player 1' brings '1' 'chooser' to 'Startround p1'
'Switch 1b' is 'set'
For actions -
Move 'all' 'chooser' at 'Startround p1' to 'Spawn Chooser'.
Set 'Switch 2'
PreserveTrigger

Wave 2

Use Condition -
'Switch 2' is 'set'
For actions -
Create 'number' 'units type 2' at 'Start p1' for 'Player X'
Issue Order all 'units type 2' at 'Start p1' 'attack' tp 'start p1 end'.
Wait for 30000 milliseconds (which is 30 seconds).
Set 'Switch 2b' (which is switch 4 renamed)

And so on etc.

I didn't go really indepth, because i thought it wuld be too long. Just watch for wait blocks on your 30 second wait. I wuld have gone into death counters to replace it -but I'll explain that if it is asked later.
My conditions and actions are written out in full, the headings in the editor are brief in the trigger editor.

Hope that helps, for further help - refer to the staredit help guide for condition and action roles.

I really liked how you checked the tutorials before you asked the questions. biggrin.gif
Report, edit, etc...Posted by SA_Max71 on 2004-12-31 at 02:39:54
Don't use a switch, use a death counter instead. Otherwise, players that aren't doing what the first trigger needs to activate the switch will be getting units.
Report, edit, etc...Posted by Screwed on 2004-12-31 at 02:51:52
I don't see the difference bettwen a switch and a deathcounter other than just easier organisation, more convinient (like.. you can add to death counts, set them to exact amounts without the need to of clearing previous switches when using switches), and going past the 255 switch limit.

However, I mite be wrong... SA MAX .. can u please explain to me what you mean?
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 03:05:17
Thank a bunch that clears it up, im gonna try the death counter things cuase isnt that when after every round it creats like a dark templar? as kind like a token for that round?
thanks again. But switches do seem easier who knows biggrin.gif\

edit:

ooo also, can i use the switches for all the players or do i have to have a seperate switch for every player? Like can switch *RoundOne* be for all the players?
Report, edit, etc...Posted by Screwed on 2004-12-31 at 03:18:49
well..

each switch serves an individual purpose.
so i guess the answer is no.

because each player decide when to start their own levels, so they need seperate switches to determine the level each player is at themselves.
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 03:22:31
Hey screwed. with ur trigger they dont keep respawning, only 1 respawns
Report, edit, etc...Posted by Screwed on 2004-12-31 at 03:25:49
Make a trigger like this: -
C
Player 1 brings 1 chooser to startround.
A
Move all chooser at startround to respawn.
PreserveTrigger

That shuld always move the chooser back after you moved it to start a level. Remember the preserve trigger. If that doesn't help - then u are highly likely to be suffering from a wait block caused by your 30 second wait.
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 03:32:54
QUOTE(Screwed @ Dec 31 2004, 02:25 AM)
Make a trigger like this: -
C
Player 1 brings 1 chooser to startround.
A
Move all chooser at startround to respawn.
PreserveTrigger

That shuld always move the chooser back after you moved it to start a level. Remember the preserve trigger. If that doesn't help - then u are highly likely to be suffering from a wait block caused by your 30 second wait.
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the choosers go back to its spot fine. but the "Levels" are the ones that arnt spawing. when i bring the chooser to the place to start the round only 1 is created

-Thanks
Report, edit, etc...Posted by Screwed on 2004-12-31 at 03:44:43
when creating units using triggers, you should be able to determine the amount of units created.

The trigger heading 'CreateUnits' should be like this.
'Player 1' creates 'X' amount of 'Units spawned for Level One' at 'Units Spawned at' for 'Player owning these units'.

The "'X'" represents the amount of units you want to be created for that level. Edit that feature/slot to achieve your desired effect.

-Hope that helps, you're welcome - I'm glad to help you biggrin.gif
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 03:48:11
will that work if i want to create 1 unit like every 2 sec?

wouldi jsut do

Action:
Creat 1 unit
wait 2sec
create 1 unit
wait 30000
set switch2
preserver trigg
Report, edit, etc...Posted by Screwed on 2004-12-31 at 04:13:35
well, you can make the units create 1 every 2 seconds, but the trigger you posted wont work because you also preserved the 30 second wait.

What you need to do is make 2 seperate triggers.

One like this-
Con.
Switch 1 is set
Act.
Create 1 unit X for player _ at start round.
Wait for 2000 milliseconds.
Preservetrigger.

The second one
Con.
Switch 1 is set
Act.
Wait for 30000 millisecs.
Set Switch 1b.
Clear Switch 1.
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 05:21:22
damnit their still not creating one right after another, it creats like 2 and then it stops this is what i have
QUOTE
Player 1
*Con
>Current player brings at least 1 Terran Civilian to 'startroundP1'.

*Act
>Move all terrian civ for player 1 at 'startroundP1' to startspawnP1
>Set 'roundOneP1

Player 1
*Con
>roundOneP1' is set

*Act
>Mondify countdown timer : set to 30 seconds
>Display for current player Round 1
>Create 1 Terran Marine at startP1 for player 8
>Wait 1500 milliseconds
>Preserver Trigger

Player 1
*Con
>'roundOneP1' is set

*Act
>Wait for 30000 milliseconds
>set 'roundTwoP1'
>clear 'roundOneP1'


and thats what i have for my triggger and all it does is create 2 units and then stops.

im gonna go to bed ill check the post tomarrow, thanks verry much appreciate it biggrin.gif

good night..
Report, edit, etc...Posted by Screwed on 2004-12-31 at 09:16:32
move the last trigger under a different player.

For example..

if the other triggers are under player 1, move the last trigger to under player 8.

Make sure player 8 also doesn't have any waits.

What I'm guessing that happened is that the 30 second wait 'blocked' the previous triggers are continuos firing. This happens, trust me.

It's late tonite and also new year's eve, I'll tell you how to replace the 30 second wait with death counters.
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 12:47:15
W00t w00t.... another glitch....

Ok it creats the units like i wanted.. BUT, the rounds start right after another, without bringing the Chooser to start. I want it so that you can start every round by going to the start location. So right now once round 1 is done round 2 starts right after. Im gonna try instead of switches "create 1 dark templar at location" to keep track of the rounds.

edit:

ok that didnt work, now im just gonna do it so that the trigg is
Trigger
Players:
¤ Player 1
Conditions:
¤ Brings 1 chooser to loaction start
Actions:
¤ Move all choosers at location start to startspawn
¤ creat 1 terran marine at start
¤ wait 1000
¤ create 1 terran marine at start
¤ wait 1000
¤ create 1 terran marine at start
¤ wait 1000
¤ create 1 terran marine at start


like that, that ways easier and less confusing. Will that work or will i have problems down the road?
Report, edit, etc...Posted by SA_Max71 on 2004-12-31 at 16:49:28
QUOTE(Screwed @ Dec 30 2004, 11:51 PM)
I don't see the difference bettwen a switch and a deathcounter other than just easier organisation, more convinient (like.. you can add to death counts, set them to exact amounts without the need to of clearing previous switches when using switches), and going past the 255 switch limit.

However, I mite be wrong... SA MAX .. can u please explain to me what you mean?
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From what I understand with the first 2 posts, Clandestine wanted each player to have their own chooser. If this is the case, your going to have to use 1 switch for every player PER round. PLUS, your going to need a trigger for every[B]player. This is complicated. But, it doesn't need to be complicated as long as death counters exsist.

QUOTE(Clandestine @ Dec 31 2004, 09:47 AM)
W00t w00t.... another glitch....

Ok it creats the units like i wanted.. BUT, the rounds start right after another, without bringing the Chooser to start. I want it so that you can start every round by going to the start location. So right now once round 1 is done round 2 starts right after. Im gonna try instead of switches "create 1 dark templar at location" to keep track of the rounds.

edit:

ok that didnt work, now im just gonna do it so that the trigg is









Trigger
Players:
¤ Player 1
Conditions:
¤ Brings 1 chooser to loaction start
Actions:
¤ Move all choosers at location start to startspawn
¤ creat 1 terran marine at start
¤ wait 1000
¤ create 1 terran marine at start
¤ wait 1000
¤ create 1 terran marine at start
¤ wait 1000
¤ create 1 terran marine at start


like that, that ways easier and less confusing. Will that work or will i have problems down the road?
[right][snapback]117248[/snapback][/right]

I recommend using death counters instead of placing dark templars (dt) because there is a possiblity a player could kill those dt's - which could make your triggers do what you don't want them to do. (IE, humans get to level 4, a human player kills a dt, which keep the human players from going to level 5.)

Now, assuming I understand your posts correctly, the following triggers will make your rounds start when the human players want them to. Also, use the independent command center or the jump gate (the ones that crash Starcraft) for the death count.


This trigger starts the rounds...
Trigger
Players:
¤ the human players...
Conditions:
¤ always
Actions:
¤ add 1 death of unit x



Trigger
Description:
round 1
Players:
¤ the human players...
Conditions:
¤ death count of unit x is exactly 1
¤ current player brings exactly 1 unit "chooser" at location "start"
¤ asdf
Actions:
¤ create x amount of units at location x
¤ add 1 death of unit x
¤ Move all choosers at location start to startspawn
¤ presever trigger (if you want... this action is optional)


Yay! The first round is done. Now, change "death count of unit x is exactly 1" to "death count of unit x is exactly 2" and keep adding one death count of this unit for every level you have. For example:


Trigger
Description:
Yay! Round 2 has started!
Players:
¤ the human players...
Conditions:
¤ death count of unit x is exactly 2
¤ current player brings exactly 1 unit "chooser" at location "start"
¤ asdf
Actions:
¤ create x amount of units at location x
¤ add 1 death of unit x
¤ Move all choosers at location start to startspawn
¤ presever trigger (if you want... this action is optional)



Trigger
Description:
Yay! Round 3 has started!
Players:
¤ the human players...
Conditions:
¤ death count of unit x is exactly 3
¤ current player brings exactly 1 unit "chooser" at location "start"
¤ asdf
Actions:
¤ create x amount of units at location x
¤ add 1 death of unit x
¤ Move all choosers at location start to startspawn
¤ presever trigger (if you want... this action is optional)



And ect...

Anyways, I hope this helps. I will continue to check this thread as much as I can.
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 17:28:21
Where do i find the Independent command center or the Jump Gate?

i see BW Terran 3 - E (Independent Area Tower)

QUOTE(SA_Max71 @ Dec 31 2004, 03:49 PM)
Now, assuming I understand your posts correctly, the following triggers will make your rounds start when the human players want them to. Also, use the independent command center or the jump gate (the ones that crash Starcraft) for the death count.


This trigger starts the rounds...








Trigger
Players:
¤ the human players...
Conditions:
¤ always
Actions:
¤ add 1 death of unit x

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Report, edit, etc...Posted by SA_Max71 on 2004-12-31 at 19:20:42
I don't mean the BW ai script, I mean the units... There are two units that crash starcraft. They are the independent command center and the jump gate... You can find both under "crash" in SC xtra. When trying to find them for the death counter (in the trigger view), one of them will be under the terran units and the other should be under the independent units (the one at the bottom of the list.) Just in case you don't have SC xtra 2.6 you can get it by clicking here.

Also, if I remember correctly, using a switch uses it's own string which makes the map's file size larger.
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 19:30:27
what do you mean "death of unit x" and im still stuck on the first trigg... i can find added 1 death of unit x or anything simular to that. sorry for my noobness

edit:AHHHHH is death of unit x a unit just re-named?
Report, edit, etc...Posted by SA_Max71 on 2004-12-31 at 20:03:03
QUOTE(Clandestine @ Dec 31 2004, 04:30 PM)
what do you mean "death of unit x" and im still stuck on the first trigg...  i can find added 1 death of unit x or anything simular to that. sorry for my noobness
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lol.... by unit x I meant any unit. You could use any unit for unit x, but I like to use a unit that crashes starcraft because it won't mess up any triggers. In other words, unit x could be a marine, overlord, archon, or a jump gate. There is possiblity a trigger will mess up if you use a unit for your death counter that you also use for your levels/waves, so this is why I like to use a unit such as the jump gate.
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 21:01:07
Ok i hope this is gonna be my last question the trigger add 1 death of unit x, you can just tell me what its called and ill figure it out like , ex.. Order, Comment, Wait, ect.....


thanks
Report, edit, etc...Posted by Urmom(U) on 2004-12-31 at 21:04:42
for the deaths trigger, use for actions : Set Deaths
to use death counters in your conditions use: Deaths

im pretty sure thats the name of the triggers
Report, edit, etc...Posted by Clandestine on 2004-12-31 at 21:16:09
COOL thanks guys, this site rocks, soooo helpfull thanks again
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