You use the "move location onto unit" trigger. So you move the location onto the zergling. Then you make a trigger that kills all zerglings when the player brings a zergling to "fire". Thats how you do it.
Okay...I'll make the trigger.
| Trigger |
| Players: |
| ¤ Player 1 |
| Conditions: |
| ¤ Always (or anything else you might add) |
| Actions: |
| ¤ Movelocation "ling-on-location" onto zergling at anywhere. |
Then you do another trigger
| Trigger |
| Players: |
| ¤ Player 1 |
| Conditions: |
| ¤ Computer brings alteast one whatever unit to location "ling-on-location" |
| Actions: |
| ¤ Kill all zerglings owned by p1 |
Don't forget hypers. You'll need them for this.
Yeah or else it would look stupid. The zergling runs but does not die at the unit then after a while it just dies. You know how to use hyper trigger right?
Look at Chills trigger and add 63 waits because the max actions are 64 so 63 wait(0); then add one preservetrigger();
| Trigger |
| Description: |
| Hyper |
|
| Players: |
| ¤ W/e |
| Conditions: |
| ¤ Always(); |
| Actions: |
¤ Wait(0);
|
¤ Wait(0);
|
¤ Wait(0);
|
¤ Keep adding waits untill the trigger is full
|
| ¤ PreserveTrigger(); |
EDIT: Copy this trigger two or three times for best results.
for the second trigger, it should look like this:
| Trigger |
| Players: |
| ¤ Player 1 |
| Conditions: |
¤ p1 or the current player brings alteast one zergling to location "ling-on-location"
|
| ¤ Computer brings alteast one whatever unit to location "ling-on-location" |
| Actions: |
| ¤ Kill all zerglings owned by p1 |
The second condition is just in case the location "ling-on-location" is pre-placed on a unit owned by the computer. I don't know for sure, but when the first trigger is activated, the location "ling-on-location" will center on the zergling but might also cause the second trigger that kaboom made to activate.
I said, WE NEED A TUTORIAL ON THIS
But for now, I have this map that pretty much explains it to you.
Been giving it out since forever too.
QUOTE(SA_Max71 @ Jan 19 2005, 04:57 PM)
lol take a look at his first post, and wonder why he was warned. Maybe because he flamed x-bored beyond the amount that could be ignored?
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Where did this come from? I think you replied to the wrong topic? It was in the welcome that the guy got warned...
How do u hold some units?
Like a maze or "Fire"
And I also want to know about how to make the units on patrol not attack you while u will not finish the game.
(Not allied thing)
QUOTE(idsa @ Jan 20 2005, 08:05 PM)
How do u hold some units?
Like a maze or "Fire"
And I also want to know about how to make the units on patrol not attack you while u will not finish the game.
(Not allied thing)
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what are you getting at? if you are asking for help on a question that you have now then could you explain it better because i dont understand what you are talking about.
like Fire maze and that.... u kno the famous "Fire" you have a Dark Archon as fire, how do you hold it if it is a computer. I am using archons so they will attack, how do you hold them without them being on your team??
You could freeze then with p14 stuff but not a good idea.
Anyways, there is no way they must be on your team or else they will attack you. You could make a location on each and every one fo them and make sure they are always in their little "area" but they have a big of range so they could attack you.
Just make them allies and use another computer for being your enemy.
Place them for a neutral player. Or make a neutral player and place them.
...Or have them allied to the bounders.
QUOTE(RexyRex @ Jan 21 2005, 09:16 AM)
...Or have them allied to the bounders.
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I didn't say add that because he didn't want the obstacles to be on his team.
Why would they have to be enemies? You could always have another player attack you. Simple bound rule for me is always have three computers. Maybe two if it's small.
can some1 give me a good "Explosion" trigger, like arcons exploding.
try to use as little trigger as possible. I can think of one that would use a lot of triggers. can some1 help me, even though this is not my topic, i need some help
Here is one explosive square.
| Trigger |
| Players: |
| ¤ Player Computer |
| Conditions: |
| ¤ Your conditions. |
| Actions: |
¤ Create 1 Archon at 'explosion'.
|
¤ Kill all units for all players at 'explosion'.
|
¤ Wait X ms.
|
¤ Etc.
|
| ¤ Preserve trigger. |
that means if i want to make over 30, i would have to do over 30 of those?
and wait xmilli
y wait?
How can i know how long to wait?
So people can have time to run through?
how much time would a person need to run through an explosion if its 2x faster?
does xfaster make the triggers work faster? or its just the same as a normal game. Like
zling moves at 3 miles per hour, trigger works every 2 seconds
after 2x faster,
zling moves 6 miles per hour, does trigger work faster?
No. Triggers stay the same speed.
Would you kno how many hyper triggers needed to be used to balance that out?
Hypper triggers wont do anything.
THe triggers will stay the same speed but your bounder guy will go super fast, thus beating the levels very easily. You will need to make the explosions go faster.
all i need to do is like set them to 1 mili second for each?