Staredit Network

Staredit Network -> UMS Assistance -> Teleporting
Report, edit, etc...Posted by Solitus3989 on 2005-07-07 at 18:42:25
alright i'm trying to make a teleport type thing... i tell it,

Conditions
Player one brings at least one of any unit to an area called START

Actions
Move all any unit for player 1 from start to an area called END

and i don't know whats wrong. i preserve it, but it won't even work once. are my conditions wrong?

please help me. i can explain it better if you post and don't understand...

thanks for any help you can give.

Report, edit, etc...Posted by slayer766 on 2005-07-07 at 19:36:05
What players do you have the trigger set up for?
Report, edit, etc...Posted by LegacyWeapon on 2005-07-07 at 19:38:02
Post the map smile.gif

It seems like a map specific problem.
Report, edit, etc...Posted by Oo.Vic.oO on 2005-07-07 at 20:02:42
mayb somethin blocked at "END" so it wont move
Report, edit, etc...Posted by slayer766 on 2005-07-07 at 20:07:00
No I don't think that's it Vic. He said that it would not even work once.
Report, edit, etc...Posted by Hitl1r1 on 2005-07-07 at 20:55:50
I dont know wats wrong with it, i have a map like that with that trigger and condition and its like:
Condition:
Player 1 brings at least 1 any unit to 'Warp Pipe 1'
Actions:
Move 1 any unit for current player at 'Warp Pipe 1' to 'Warp Pipe 2'
Play 'dwnthepipe.wav'
Preserve Trigger
----------------------------------
I dont know if you have to preserve it but thats why i did i hope i could help
Report, edit, etc...Posted by slayer766 on 2005-07-07 at 20:58:26
solitus could you just post the map like what Legacy said and we can help you, unless you already fixed the problem?
Report, edit, etc...Posted by (SEN)Dante50 on 2005-07-07 at 21:33:43
In the forces menu, uncheck random start location
Report, edit, etc...Posted by Solitus3989 on 2005-07-07 at 22:50:33
for starters, i have it set like this.

Conditions
player 1 bring unit to start
player 2 bring unit to start

actions
player 1 units get moved to end
player 2 units get moved to end

can i do both players on the same trigger? well here it is...

any help would be appreciated. this is my first map with, Use map settings
Report, edit, etc...Posted by KrAzY on 2005-07-07 at 23:04:01
Players:
Any Player

Condition Trigger:
Always.

OR

Player brings quantity units to 'location'.

Action Trigger:
Move quantity units for player at 'location' to 'destination'.
Preserve trigger.
Report, edit, etc...Posted by MapUnprotector on 2005-07-07 at 23:06:49
QUOTE(Solitus3989 @ Jul 7 2005, 10:50 PM)
for starters, i have it set like this.

Conditions
player 1 bring unit to start
player 2 bring unit to start

actions
player 1 units get moved to end
player 2 units get moved to end

can i do both players on the same trigger? well here it is...

any help would be appreciated. this is my first map with, Use map settings
[right][snapback]256396[/snapback][/right]


Not the way you have, your trigger basically needs BOTH players to go to start before the conditions are satisfied.
Report, edit, etc...Posted by slayer766 on 2005-07-07 at 23:08:27
Umm about that map, is that even the right one? Because the only triggers in that map are just the heal, AI scripts, and the regular triggers that are already in there. Did you submit the wrong map or something?


Trigger
Description:
Human Players (Force1)
Conditions:
¤ Current Player brings at least 1 men to start
Actions:
¤ Teleport - Move all men owned by current player at location start to location end
¤ Preserve Trigger


That trigger right there would move your units from location start to location end. biggrin.gif
Report, edit, etc...Posted by yoni45 on 2005-07-07 at 23:09:13
QUOTE(Solitus3989 @ Jul 7 2005, 08:50 PM)
for starters, i have it set like this.

Conditions
player 1 bring unit to start
player 2 bring unit to start

actions
player 1 units get moved to end
player 2 units get moved to end

can i do both players on the same trigger? well here it is...

any help would be appreciated. this is my first map with, Use map settings
[right][snapback]256396[/snapback][/right]


your problem according to that trigger may be the fact that ur conditions are for both P1 and P2 to have a unit at start, so if either one doesnt, the trigger wont fire. try setting condition to

player 1 bring unit to start

and a seperate trigger with condition

player 2 bring unit to start

and work ur actions according to each trigger... remember, all the conditions are AND, not OR, so its P1 brings unit AND P2 brings unit, as opposed to P1 brings unit OR P2 Brings unit...

...unless u wanted both players there, in which case ignore this post happy.gif
Report, edit, etc...Posted by Solitus3989 on 2005-07-07 at 23:13:08
QUOTE(slayer766 @ Jul 7 2005, 10:08 PM)
Umm about that map, is that even the right one? Because the only triggers in that map are just the heal, AI scripts, and the regular triggers that are already in there. Did you submit the wrong map or something?


oohh... i got angry and just deleted all triggers and started over... so i got the healing down alright. that works fine. but would it work if i just made 2 diff triggers?

one for player 1 to get moved, and one for player 2 to get moved?
Report, edit, etc...Posted by KrAzY on 2005-07-07 at 23:13:10
Oh yeah, sometimes the triggers are slow, try adding Hyper Triggers.
Players:
Players that has triggers

Condition Triggers:
Always.

Action Triggers:
Preserve Trigger.
Wait for 0 milliseconds.
Wait for 0 milliseconds.
Wait for 0 milliseconds.
Wait for 0 milliseconds.
Wait for 0 milliseconds.
Wait for 0 milliseconds.
Wait for 0 milliseconds.

Keep Repeating the "Wait for 0 milliseconds." until you the trigger is full, copy that same trigger 3 times.
Report, edit, etc...Posted by slayer766 on 2005-07-07 at 23:14:29
Solitus try the trigger that I have set up and use that.
Report, edit, etc...Posted by KrAzY on 2005-07-07 at 23:15:38
QUOTE(slayer766 @ Jul 7 2005, 08:14 PM)
Solitus try the trigger that I have set up and use that.
[right][snapback]256423[/snapback][/right]


That's exactly the same at my first post to this thread.
Report, edit, etc...Posted by yoni45 on 2005-07-07 at 23:16:06
QUOTE(slayer766 @ Jul 7 2005, 09:14 PM)
Solitus try the trigger that I have set up and use that.
[right][snapback]256423[/snapback][/right]


slayer's current player would work just as well as setting up 2 different triggers for P1 and P2, unless u dont want certain players warping, then u could add a few conditions to the current player trigger or just go with seperate triggers. but yes, u could do seperate triggers for P1 and P2 and it'd have no problem...
Report, edit, etc...Posted by Solitus3989 on 2005-07-07 at 23:21:41
alright i think this should work. check it over for me... any suggestions? my friend and i play like every other day.

i have another q.

when i say,

Run AI script at location
Base1

does it matter how but the location Base1 is? i mean, as long as its over the top of the starting location? because... last game... the computer on insane didn't seem to do all that much... the one at the bottom... wasn't sure if it was cuz location was too small or what... so i made base and base1 huge
Report, edit, etc...Posted by slayer766 on 2005-07-07 at 23:24:52
QUOTE(krazydrunkking @ Jul 7 2005, 10:15 PM)
That's exactly the same at my first post to this thread.
[right][snapback]256424[/snapback][/right]


Yeah but did he actually use it?

ADDITION:
Solitus, you need to make the location of the AI script to be the exact same size as the Command center, or hatchery/nexus. The location needs to be the exact same size, no smaller no bigger.
Report, edit, etc...Posted by KrAzY on 2005-07-07 at 23:27:51
QUOTE(Solitus3989 @ Jul 7 2005, 08:21 PM)
alright i think this should work. check it over for me... any suggestions? my friend and i play like every other day.

i have another q.

when i say,

Run AI script at location
Base1

does it matter how but the location Base1 is? i mean, as long as its over the top of the starting location? because... last game... the computer on insane didn't seem to do all that much... the one at the bottom... wasn't sure if it was cuz location was too small or what... so i made base and base1 huge
[right][snapback]256432[/snapback][/right]


Ahh, I thought it's only about teleporting sad.gif.

QUOTE
Yeah but did he actually use it?


If he uses yours, obviously he used mines smile.gif.
Report, edit, etc...Posted by Oo.Vic.oO on 2005-07-07 at 23:28:07
y didnt u put the trigger exactly like in ur map in the first post? ranting.gif
Report, edit, etc...Posted by slayer766 on 2005-07-07 at 23:34:31
QUOTE(krazydrunkking @ Jul 7 2005, 10:27 PM)
If he uses yours, obviously he used mines smile.gif.
[right][snapback]256443[/snapback][/right]


Yeah I know, I was just wondering if he even used it at all?
Report, edit, etc...Posted by Solitus3989 on 2005-07-07 at 23:50:06
QUOTE(slayer766 @ Jul 7 2005, 10:24 PM)
ADDITION:
Solitus, you need to make the location of the AI script to be the exact same size as the Command center, or hatchery/nexus. The location needs to be the exact same size, no smaller no bigger.
[right][snapback]256435[/snapback][/right]


alright thank you. that was my problem. it is so hard to get started... i didn't understand alot of the tutorials i found.

i'm finally getting the hang of it.

any other triggers that you might find useful on my map?
Report, edit, etc...Posted by KrAzY on 2005-07-07 at 23:53:51
On heal, I can show you a elite way of healing instead of setting the health to 100%, you can just add health.
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