Staredit Network

Staredit Network -> UMS Assistance -> cocoons/eggs
Report, edit, etc...Posted by Grouty on 2005-07-12 at 22:07:18
is there anyway for a trigger to recognize a lurker egg/cocoon ie


Trigger
Description:
Center Egg
Players:
¤ Player 1
Conditions:
¤ bring exactly 1 lurker egg anywhere
Actions:
¤ center location egg on unit lurker egg at anywhere

Report, edit, etc...Posted by noisuk on 2005-07-12 at 22:29:51
I don't get what you want. Do you want to know if you can center a location on lurker egg/cocoon?

If so, then it probally is possible. I'll try it out later.
Report, edit, etc...Posted by Grouty on 2005-07-12 at 22:34:07
thats exactly what im trying to do, it doesnt recognize them for some reason :S
Report, edit, etc...Posted by l2k-Warrior on 2005-07-12 at 22:35:33
Is the lurker egg already placed on the map or do you have to bring a hydra there and morph it?
Report, edit, etc...Posted by noisuk on 2005-07-12 at 22:36:42
I suppose it's placed already. Is it not recognizing it because it's for an unused player? Such as inactive or one without a start location?
Report, edit, etc...Posted by Grouty on 2005-07-12 at 22:55:22
its not preplaced. im trying to make it to center on the unit when it is being created.
Report, edit, etc...Posted by LegacyWeapon on 2005-07-12 at 23:48:29
You cannot create these kinds of 'X-tra' units with triggers. You will need to preplace them then move them to the proper location.
Report, edit, etc...Posted by Grouty on 2005-07-12 at 23:52:32
yes you can create them. im talking about actually making them via morphing from unit to unit. i just want to know if they can be recognized/how. and if they cant why not.
Report, edit, etc...Posted by KaboomHahahein on 2005-07-13 at 12:28:14
You cannot use the create trigger to make the X-tra units. They just won't come. I might not remember correctly but I was making a map where the egg was supposed to trigger a row of blast but it never worked so what I did was to make the morph last very little and when the lurker came it activated the trigger. So, I don't think it can reconise it.
Report, edit, etc...Posted by Grouty on 2005-07-13 at 12:51:09
no one is answering my question but i have used the lurker morph in its stead.

i know triggers cant place those units.


QUOTE
i just want to know if they can be recognized/how. and if they cant why not.



I WANT TO KNOW IF THEY ARE RECOGNIZED THATS IT!!
Report, edit, etc...Posted by Subrosian on 2005-07-13 at 12:53:56
Well the units can be moved and kill detected....

Thats all I know for now.
Report, edit, etc...Posted by Oo.Vic.oO on 2005-07-13 at 13:02:59
i guess ur too lazy to test it...well i've tested it n it recognized. I morth to a lurk n the location centered on the egg.

ADDITION:
It works when i do the condition "Always" but it doesnt work when i do "Bring"
Report, edit, etc...Posted by Grouty on 2005-07-13 at 13:18:28
than you vic and yes ive tested it many many times yet it hasnt seemed to work but ill go try out the always condition
Report, edit, etc...Posted by Deathknight on 2005-07-13 at 13:24:08
QUOTE
I WANT TO KNOW IF THEY ARE RECOGNIZED THATS IT!!

Yes, they can be recognized.

The "Command" and "Bring" trigger conditions with a Zerg Lurker Egg unit owned by the correct player will be satisfied when a Zerg Hydralisk unit is in the morphing state to acquire a Zerg Lurker unit. Build time for the Zerg Lurker unit must be realistic so the condition can detect the Zerg Lurker Egg unit fast enough. Locations can indeed be centered on these special units.
Report, edit, etc...Posted by Grouty on 2005-07-13 at 13:30:00
i finally got it to work thanks for your help everyone. here is a little map i made up quickly using it just for fun basically. i also had to use a switch.


anyways im using this in a current map im making so id appreciate it if people lay off the idea for a little bit. i had been using lurkers to make this trigger work properly but now i will be using the egg. again thank you



edit: why cant they be recognized by the bring or command trigger?
Report, edit, etc...Posted by Corbo(MM) on 2005-07-13 at 20:00:18
i remember like in 1.12b don't know if it still works i made a lag tester the trigger was "x" player brings at least 1 egg--and the action
the trigger worked that means it detected it

other trigger i had preplaced eggs and the trigger was
"x" player brings exactly 0 eggs---it was a banner trigger and it worked too

new trigger with preplaced eggs "x" player brings at least 1 egg --disable all egg
and it worked too

when i got to combine all of them and tried to kill the disable egg it crashed
*/add that to crash list if SEN has one if not some one should start one\*

getting to the point is that i think it can be detected
QUOTE
i think
Report, edit, etc...Posted by Deathknight on 2005-07-14 at 12:00:09
QUOTE
why cant they be recognized by the bring or command trigger?

They can. If they can be centered on, then the bring, and definitely the command triggers would work.
Report, edit, etc...Posted by Grouty on 2005-07-15 at 22:26:15
it still isnt working quite right :S here are my triggers for starforge

CODE
Always();

MoveLocation(xplo, Devourer/Guardian Cocoon, P1, Anywhere);
PreserveTrigger();


CODE
Bring(P1, AtLeast, 1, Devourer/Guardian Cocoon, xplo);

RemoveUnitAtLocation(1, Devourer/Guardian Cocoon, P1, xplo);
CreateUnit(1, Mutalisk, xplo, P1);
CreateUnit(8, Scout, xplo, P1);
KillUnit(Scout, P1);
PreserveTrigger();



does anyone see any problems with this trigger. ive used it with other units and it has worked perfectly
Report, edit, etc...Posted by Sniper on 2005-07-15 at 22:52:06
I don't see anything wrong with the trigger. Attach the map, it'll help. Maybe you made a mistake that you didn't catch.
Report, edit, etc...Posted by Grouty on 2005-07-17 at 00:15:06
well using what i have learned i created a game that i call Mutalisk Carnage
here it is happy.gif
Next Page (1)