I've just recently started viewing the SEN forums (very nice, BTW) and I'm now going to attempt to post.

SO: I came across qPK's thread on his up-coming map
Deep Blue. I downloaded the Demo, which is great, and went to play it to see all of the cool features.
I came across a feature where you talk talk to everyone, using only 1 Location (I think it was 1). When I checked the triggers, which all had the same comment, I couldn't quite understand.
Sorry if I'm confusing I'll try to rephrase:
I want to make a trigger where you can walk up to a unit and have them say one thing and ONLY one thing, but walk to another unit (The same unit type, but not the same exact unit) and have them say something else. I wanted it like
Deep Blue, so what they say is random, but you don't need a location on every one you walk up to.
its the same things as bounds. except the exact opposite.
It would be like this:
Condition: Always
Action: move location talk1 to 1st unit
Do that wit the second too but wit a different location.
Then do this:
Condition: player moves to talk1.
Action: display message
u can have mulitple people do this too
Hmm, I still don't quite understand.
In Deep Blue, I think qPK has ONE location centered over your unit, and if P7 (The Player of the unit you want to 'talk' to) brings 1 unit to Talk1 (Location centered on you), Display Message: Random1.
I don't know how to make their message random, though. I tried using switches, and it almost worked. Except instead of one person saying the SAME thing over and over, the unit said different things, and it would be at random times as well. ><
that is exactly like the bounds. Either way will work
Just have the exact opposite.
Something like:
Condition: Always
Action: move location to unit at location
(talk) (Player's unit)
Then:
Condition: unit moves here
Action: set switch 1
Then:
Condition: switch is set
Action: talk
Action: Clear switch 1 set switch 2
And so on.
They will talk different
You want a 2x2 or 1x1 location (something small, whatever suits your maps needs) that is always centered on the unit you want to move around. Whenever he walks up to another unit, that other unit will be in the location. Then you have a set of triggers for all the different units you want to show text for. They would look something like this:
Conditions:
Current Player brings at least 1 men to 1x1.
Player brings at least 1 Marine to 1x1.
Switch 1 is cleared.
Actions:
Set Switch 1.
Display text for Current Player "Marine: Hi!"
Preserve trigger.
Conditions:
Current Player brings at least 1 men to 1x1.
Player brings at least 1 Infested Kerrigan to 1x1.
Switch 1 is cleared.
Actions:
Set Switch 1.
Display text for Current Player "Kerrigan: I WILL CONSUME YOUR BLOOOD!"
Preserve trigger.
Conditions:
Current player brings at least 1 men to 1x1.
Player brings exactly 0 men to 1x1.
Switch 1 is set.
Actions:
Clear Switch 1.
Preserve trigger.
sorry man, but what he said was "using only one location" so here goes everything
You'll need the location on your unit, as normal. But, BUT! stick a burrowed zerg unit under each talking critter, there you go. the conditions are like this
Talking players bring atleast 1[talking unit] to [The Location!]
Non vision allied player brings exactly X zerg units to [The Location!]
so what you've got is, a player (AI) for the units that talk. And if that player gives you vision you'll need another player for the zerg units, if you care that the player could see the zerg units. Oh the important thing, Dont make the talking spots unit or outherwise so close to eachouther that 'The Location!' can overlap two of them at once, unless you use 'exactly 1 [talking unit] and dont have more then one type of [talking unit] that close, but I dont see that being a problem.
GL with your maps
Oh, and chu the guy's advrage, I asume he knows how do triggers.
So you're saying...
----- Trigger 1 -----
----- Condition:
Always
----- Action:
Center Location labeled 'Talk' on 'Unit' owned my 'Current Player' at 'Anywhere.'
----- Trigger 2 -----
----- Condition:
Player 7 Brings (At least/Exactly?) 1 Unit to 'Talk.'
----- Action:
Set Switch 'Talk 1.'
-----Trigger 3 -----
----- Condition:
Switch 'Talk 1' is Set.
----- Action:
Display Text Message: Blah
Clear Switch 'Talk 1'
Set Switch 'Talk 2'
Is this what you mean If so, I don't think it'll work if you go to the same unit 2 times and have it say the same thing. Example:
-P1 brings Unit to Talker1
-Talker 1 says Speech1
-P1 brings Unit to Talker2
-Talker 2 says Speech2
-P1 brings Unit to Talker1 (again)
-Talker1 says Speech 3 (Not Speech1)
Chu: I think you're kind of right, but what if you wanted to talk to another marine and have it say something else?
TerranBlade: You you please set-up a trigger for that? It's kind of confusing (I believe you've got my question right, because I think in DB there was something about a burrowed Lurker).
Edit: Hmm, bow that I look at Deep Blue again, there's a beacon under most of the people. I BELIEVE that I might be able to get it working. But first, lemme see if TerranBlade knows. ><
I'm sorry, I misread your post. What you want to do is something along the lines of what I posted, but with some added triggers and conditions. You should use a couple of switches to randomize what they say. So lets take 2 switches for example, that would make 4 possible things said. Here is what the triggers would look like:
Conditions:
Current Player brings at least 1 men to 1x1.
Player brings at least 1 Marine to 1x1.
Switch 1 is cleared.
Actions:
Set Switch 1.
Set Switch 2.
Randomize Switch 3.
Randomize Switch 4.
Preserve trigger.
Conditions:
Switch 1 is set.
Switch 2 is set.
Switch 3 is cleared.
Switch 4 is cleared.
Actions:
Clear Switch 1.
Display text for Current Player "Marine: Hi!"
Preserve trigger.
Conditions:
Switch 1 is set.
Switch 2 is set.
Switch 3 is set.
Switch 4 is cleared.
Actions:
Clear Switch 1.
Display text for Current Player "Marine: Hows the weather?"
Preserve trigger.
Conditions:
Switch 1 is set.
Switch 2 is set.
Switch 3 is cleared.
Switch 4 is set.
Actions:
Clear Switch 1.
Display text for Current Player "Marine: Bugger off, I'm busy."
Preserve trigger.
Conditions:
Switch 1 is set.
Switch 2 is set.
Switch 3 is set.
Switch 4 is set.
Actions:
Clear Switch 1.
Display text for Current Player "Marine: I wonder what this do- *BOOM* ... OOPS!"
Preserve trigger.
Conditions:
Current player brings at least 1 men to 1x1.
Player brings exactly 0 men to 1x1.
Switch 2 is set.
Actions:
Clear Switch 2.
Preserve trigger.
Switch 1 is set to activate the text display. Switch 2 is set so that you can stand there and not have it play back 1000 times. It makes you walk away first. And Switches 3 and 4 are the random elements.

I'll try it, thanks.
you need the triggers? well I stand corrected then, sorry Chu.
But to answer your question.
Asuming the vision is shared with the player doing the talking, let's call it 'force base' and the vision is not shared with the player labeled 'force zerg'
also that you've named the only location you use as 'the location'
Trigger templates:
run the trigger for the human player of corse
Conditions
'force base' brings atleast one [talking guy type 1] to [the location]
'force zerg' brings [exactly 1] [zerg zergling] to [the location]
--
Actions
Display for current player "look, I say stuff"
[wait for XXX miliseconds]
[preserve trigger]
[set swich X]
end of trigger
now let me explaine the trigger for you, long text comming get your glasses on.
The trigger asumes that 'the location' is being moved to the unit you want the human to controll call him the 'hero' done, good. The first thing it does is looks for a [talking unit] in 'the location' asuming it will find one, it will then look for how meny zerglings there are below it, you can use any unit you want to for zerglings or any mix of units, aslong as it matches up right. If it finds the right talking unit, and the right number of burrowed units then it will say the text for that trigger. Now the outher things below the display action are incase you want the trigger to run more then one time, or if you want the talking unit to say something else if the player talks to it again. if you want one of those I suggest puting in a wait of a few seconds. To make the unit change what it says if you talk more then once, you'll need to set a swich, change the number of zerglings under it, or add to a death count. Hope this is not to confusing to you. I tend to go on tangents if I talk to long.
So, TerranBlade, you're saying under everyone I want to talk to has to be a burrowed unit, and the # of burrowed units below it determines what they're going to say?
Yeah he is. The # of burrowed unit or the kind of burrowed unit can be a control to what is said.
that's it exactly, but if you want to use random stuff, you should mix in chu's swiches.
and infact he has a good Idea with swich 2, seting it when some one says something, clearing it when you move out of range, it's better then the wait I'd have had you using.
and pleese, call me Terren.

I'll use one of yours/mix them to see which gives me the best results. Thanks for your time Chu and Terren.
ooohhh cool...
well looks liek iread it in time since im making an RPG =)
i read this before but wasnt as detailed as this 1(maby i didnt look hard enuf?)
well i think il use Chu's thing...i did it before but it was like....complicated cause....let me c...
say a store keeper, right? so one wil lsay "hi welcome to the forge" and when you go to the factory itll still say" welcome to the forge...and then i have to put in TerrenBlade's idea too and it gets very complicated...so what should i do? make 2 systems? liek 1 for the out side peopel and 1 for the stores? hmpphh..compicated
AND
what does the condition never do? i put never and it does it anyways? Ex. never move scv at loc1 to loc2. and i have anohter trigegr that says mvoe all units....
sigh lol...
anways...i guess my Rpg cant be that good anyways lol.
aw shoot i cant stop typing! HELP! help! i was playing Page RPG and it was cool cause it had a training center and i bet it took him like a few hours jus tto finish it....dang,....stpop stop stop..
A store is a completely different story. You would just display a welcome message or something when they enter the store.

Terren, I tried your way first, nothing happened... Then I tried Chu's way, and again, nothing happened. What's wrong? I don't think the location is centering over my guy, although it should because the trigger IS (or should be) right.
Conditions:
Always
Actions:
Center Location labeled 'P1 Talk' on Dark Templar owned by P1 at Anywhere
Preserve Trigger
ah, questions.
the easy one first, AX the condition 'never' means that the trigger will never fire, that is the conditions for that spesific trigger will never be met, it's good for a debugging, or if you want to leave notes for yourself. The next bit is even easyer
just make a location for everything you want to said, your not limited to one location. but if you realy want help, you should post a new topic, the only reason I'm replying to this one is I accualy thought it worth the time to get Email respoce to it.
Now the tricky one. Death, you need to give me more information, I'll need to know what size your location is, aswell as the details of the outher triggers,
I can guess what the problems might be though, If the 'display text message' action is running for one of the outher players, that will screw it up. If you've forgoten to untick "random start locations" in the forces dialog that might do it.
if you've left the 'allways display' tick unticked in the 'display text msg trigger' that will do it also. If it's none of those, I suggest you disable the conditions one at a time untell the trigger works the way it should, then we can help you much faster.
As it is, I'm just guessing.
Location's size is 2x2.
Display Text Message Running for for another player: No
Random Start Locations are still checked: No
Also, I dunno if it will help, but I didn't use the Action 'Display Text Message,' I used the Action 'Transmission.'
I don't know how to give mopre information.

I gotta go out for a bit now, though. I'll be back around 3:30 EST for any other questions on how someone can help.

Ok, that might help. Are you using hyper triggers? You cannot use transmissions if hyper triggers are being used for the player. It would be just like using a normal wait trigger. It would get overrun by the hyper.
I have Hyper Triggers, but under the 'All Players' Force (The Transmission is under P1).
There you go. My suggestion is that you use 3 actions, Display text message, minimap ping at location, and play wav, to get the effect you want from the transmission. The hyper triggers are killing your transmissions.
What chu failed to say, the 'all players' seting is not a force, it just runs a copy of the trigger for all the players, it's the same as having the trigger run for player 1-8.
Yeah, sorry, it's a shortcut that literally does run it for all players.
are u sure u are centering the trigger on your unit?(if u are using that)