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Staredit Network -> UMS Assistance -> Trigger Existence Question
Report, edit, etc...Posted by Syn_Adam on 2006-07-20 at 12:53:55
What is the subtract death of lurker for?

Currently the trigger is set at

If current player sustains at least 1 death of Lurker.
If current player sustains at least 1 death of Hydralisk.

Give current player 75 mineral.
Show text message to current player: DO NOT WALL!!
Preserve trigger.


It's not exact words but im sure you get the idea. For some reason with that trigger i was the only one who looped it, i dont know how i did, but i lost 2 units and i got 75 mineral every second, while recieving the text message as well. As soon as I lost another unit though, it stopped looping.

I'm sure youre right with this that it would fix that, so I'll try it out, just curious as to what it does to fix it.
Report, edit, etc...Posted by iHaveNoRegrets on 2006-07-20 at 13:00:14
There is a trigger near Set Resources called Set Deaths. Make it so that it adjusts the deaths. So, if you are using hydra replacement too, use:

Trigger
Conditions:
¤ Player has suffered at least 1 deaths of Lurker
¤ Player has suffered at least 1 deaths of Hydralisk
Actions:
¤ Set Resources: Add 75 minerals for Player
¤ Set Deaths: Subtract 1 death of Lurker for Player
¤ Set Deaths: Subtract 1 death of Hydralisk for Player
¤ Preserve Trigger


As for why it is repeating, its because you have it set so as long as a player has lost a lurker, they get money.
Report, edit, etc...Posted by Syn_Adam on 2006-07-30 at 16:00:49
Ok just played the latest version with the changes mentioned in here.

This version is not playable at all.

The trigger for making them attack doesnt work. I tried having them on attack, and they stopped, now I put them on patrol, and they stopped moving a lot more. I might be able to fix it now that I think of it, but if not I might need to rewrite the triggers entirely. In which case, could someone explain to me the difference between having the units patrol to and having the units attack to?

Also the trigger for giving compensation made it worse. Now you dont get anything if you lose a unit. The subtraction of i think made it horrible. I'll try to edit it all as much as I can but advice would be great seeing as I'm getting worse mellow.gif

ADDITION:
I've been gone for a week, and now that I'm back I am ready to fix this map up.

The problems stated in my previous post still exist, I've been unable to fix any problems, but will continue to search for solutions on my own.

Now that I am back, if anyone has any solutions I'll gladly try to work them out, and with any luck we can all learn from any mistakes.

Any help is still always appreciated, even the failed efforts, except for the "just check burrowed" person huh.gif

ADDITION:
Still got no ideas, help would be appreciated :-\
Report, edit, etc...Posted by Kenoli on 2006-07-30 at 16:20:54
QUOTE(Syn_Adam)
The trigger for making them attack doesnt work. I tried having them on attack, and they stopped, now I put them on patrol, and they stopped moving a lot more.
How can something stop a lot? Do you mean like, more of them stop, or something?

QUOTE(Syn_Adam)
In which case, could someone explain to me the difference between having the units patrol to and having the units attack to?
When you set a computer conrolled unit to attack somewhere, it won't attack things on the way there.
When you set it to patrol, it will.

QUOTE(Syn_Adam)
Also the trigger for giving compensation made it worse. Now you dont get anything if you lose a unit. The subtraction of i think made it horrible. I'll try to edit it all as much as I can but advice would be great seeing as I'm getting worse
The last trigger that damned_soldier posted would require you to lose both a lurker and a hydralisk to get a refund.
If your computer player kills unburrowed units to prevent walling, there's really no point in having hydralisks at all.
Report, edit, etc...Posted by Syn_Adam on 2006-07-30 at 17:04:40
Yes, I meant that more stopped, and when i had the units set to attack to location, it made them attack on the way there as well as patrol did. But either way a lot of them kept stopping, not moving at all unless you lured them to attack you.

I'm thinking of changing it so hydralisks auto transform into lurkers, which would solve that problem, but I think that might cause more problems, as I've not yet solved current problems.

I should be able to fix the compensation of losses with the knowledge of it takes a death of each, should explain the problem enough for me, thanks.

Still have no idea how to prevent walling, im thinking since the attack to certain spot isnt working, the best bet would be if theres a way to make it so they can have it unburrowed for say 5 seconds, then it autoburrows. This would give them a chance to position lurkers, but not have them out for long enough to wall.

Again, I do not have any open spots, so I cant give to a neutral player, any further ideas on how to solve this would be greatly appreciated, as I am running out of ideas.
Report, edit, etc...Posted by Kenoli on 2006-07-30 at 17:12:51
Mind posting the map?
Report, edit, etc...Posted by Syn_Adam on 2006-07-30 at 20:33:04
I'd gladly if I knew how. :-\
Report, edit, etc...Posted by Kenoli on 2006-07-30 at 21:12:21
When you reply, under the smileys, under the text box, you'll see "File Attachments" and a browse button.
Click that button, locate the map, then click "Add This Attachment".
The page will reload and the map will be attached to your reply.
Report, edit, etc...Posted by Laser_Dude on 2006-07-30 at 22:18:11
how about this

Trigger
Conditions:
¤ P1 commands at least one lurker
¤ check1 is set
Actions:
¤ center location lurk replace on lurker controlled by P1
¤ remove one lurk for P!
¤ place one burrowed lurk for P8/P12


Trigger
Conditions:
¤ P1 commands at most 0 lurks
¤ P8/P12 commands at least one lurk
Actions:
¤ give all lurks owned by P8/P12 to P1
¤ clear check1
¤ set check2

Report, edit, etc...Posted by Kenoli on 2006-07-30 at 22:21:55
Yeah, and then they unburrow them.

PS. You can't create units for P12.
Report, edit, etc...Posted by Laser_Dude on 2006-07-30 at 22:48:52
QUOTE(Kenoli @ Jul 30 2006, 07:21 PM)
Yeah, and then they unburrow them.

PS. You can't create units for P12.
[right][snapback]535130[/snapback][/right]


It would be a pain to unburrow them each and every time, but, at least it burrows them...

Maybe give them to a comp, and keep em that way.

But it is a replacement for the modify properties; burrowed.
Report, edit, etc...Posted by Kenoli on 2006-07-30 at 22:55:19
QUOTE(laser_dude)
It would be a pain to unburrow them each and every time, but, at least it burrows them...
It dosen't prevent walling, so it's no good.
QUOTE(laser_dude)
Maybe give them to a comp, and keep em that way.
He dosen't have any extra players.
QUOTE(laser_dude)
But it is a replacement for the modify properties; burrowed.
There is no such thing as modify properties.
Report, edit, etc...Posted by Laser_Dude on 2006-07-30 at 22:58:37
QUOTE(Kenoli @ Jul 30 2006, 07:54 PM)
QUOTE(laser_dude)
But it is a replacement for the modify properties; burrowed.
There is no such thing as modify properties.
[right][snapback]535153[/snapback][/right]


What I meant was, it's a replacement for the modify properties that someone above mentioned.

I know it doesn't exist, that's why I made my own trigger to replace it.

It'd also help to see your map.
Report, edit, etc...Posted by Syn_Adam on 2006-08-01 at 18:08:08
[attachmentid=20435]

Fairly certain this is the right one, i have a few but this should be the one I've been editing. If anyone does any work with it, it must be asked, however redundant, that my name and the original makers name be kept to show the effort put into it.

If anyone does manage to solve the problems into a workable solution, I'd be much grateful to know how, as I'm trying to learn more and more.

BTW I've been using Xtra Editor off of here to edit it, in special mode, if that makes any difference.

ADDITION:
Anyone? At all? :-\
Report, edit, etc...Posted by Kenoli on 2006-08-01 at 18:45:06
The units are running away when they get hit by the lurkers.
Guess you'll need to use Move after all.
Report, edit, etc...Posted by Syn_Adam on 2006-08-01 at 21:12:31
There was a suggestion about having them alternate, but I tried that and it seems that no matter how i manage it, they retreat more, then stop.

I'm thinking I might spawn sunken defenses to destroy anything unburrowed, which in turn would be a problem, especially since the triggers for getting money for losses dont work, but also because of the difficult of making triggers to that extent.

Until I can figure out a viable way of doing it, I am going to revert to giving the ability to wall, so its at least playable.
Report, edit, etc...Posted by Laser_Dude on 2006-08-07 at 14:55:39
do you mind if your lurkers are kept in some holding area, while you place them via a spell?

Maybe have a corsair sitting in one place, and to place lurks you use disruption web. If you disable burrowing, then the lurks will be stuck burrowed.
Report, edit, etc...Posted by DeViL_Dwarven on 2006-08-07 at 15:47:57
it a good way of doing it.. but do he know how to do that? and if he know.. it alway a little messy to do that.. w/ 4 or 5 people.. it will probably mess..

and hrm whats about saying at start : Walling will be punished by killing every of your unburowed units.
and then put sunken to the cpu that do the run while the round is set.. after each round you give em back to player 1 or watever..So when there is no running.. you can place your lurk (P1 own the sunk and he's ally(+hyper trigger)) and when you start the round you give all the sunken to the CPU wich is running..and all the lurker unburowed will die.. No need to give back because you told em at start..
and like that.. only noob will loose sunken {i got nothing again the noob.. we all have been noob at start}
Report, edit, etc...Posted by Laser_Dude on 2006-08-07 at 19:30:44
QUOTE(DeViL_Dwarven @ Aug 7 2006, 12:47 PM)
it a good way of doing it.. but do he know how to do that? and if he know.. it alway a little messy to do that.. w/ 4 or 5 people.. it will probably mess..
[right][snapback]541708[/snapback][/right]


I meant use a trigger to keep the corsair in one place, then, instead of using anywhere triggers, make a 25x25 location over each sair(their range is 12 I believe.)
Report, edit, etc...Posted by Falkoner on 2006-08-07 at 20:31:45
Soldier was right, modify unit properties, and check burrowed, best solution, each time someone asks this it makes a huge topic, seriously, just check for other anti-walling topics, its been asked many times
Report, edit, etc...Posted by Kenoli on 2006-08-07 at 21:13:26
Falkoner, I'd love to see an example map of your suggestion.
Report, edit, etc...Posted by Falkoner on 2006-08-08 at 11:41:50
Lolz, lemme guess, there is no modify unit propertys??? mellow.gif

Well, then, keep up the ideas happy.gif
Report, edit, etc...Posted by PCFredZ on 2006-08-08 at 13:51:59
Anti wall is just simply using an Attack order instead of Move or Patrol. Computer moves without attacking until it goes up against a wall, then let all hell rain loose.

You don't want the computer to attack any unburrowed Lurker, though (which is why Patrol won't work) because obstacles can be used to regulate traffic without walling.
Report, edit, etc...Posted by Kenoli on 2006-08-08 at 17:04:54
QUOTE(PCFredZ)
Anti wall is just simply using an Attack order instead of Move or Patrol. Computer moves without attacking until it goes up against a wall, then let all hell rain loose.

You don't want the computer to attack any unburrowed Lurker, though (which is why Patrol won't work) because obstacles can be used to regulate traffic without walling.
When I tested with attack/patrol, the computer's units would retreat when hit by a lurker.
If the computers had vision for the lurkers, they would return fire instead.
Report, edit, etc...Posted by PCFredZ on 2006-08-12 at 12:17:42
Bah, that's right, it should be just a Move order.
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