Staredit Network

Staredit Network -> UMS Assistance -> Grid system not working
Report, edit, etc...Posted by Gigins on 2005-08-10 at 18:15:52
OK here is the trigger I use. pX and pY are computer players.


Trigger
Description:
give lings
Players:
¤ pX
Conditions:
¤ always
Actions:
¤ give 1 ling by pX to pY
¤ preserve trigger



Trigger
Description:
give lings back
Players:
¤ pX
Conditions:
¤ pX commands exactly 0 lings
Actions:
¤ give all lings by pY to pX
¤ preserve trigger



Trigger
Description:
move location
Players:
¤ pX
Conditions:
¤ always
Actions:
¤ center locationX on ling owned by pX at anywhere
¤ preserve trigger


then there are buildings(owned by pX) on lings.


Trigger
Description:
kill building----->action
Players:
¤ pX
Conditions:
¤ pX bring exactly 0 any building to locationX
¤ pX bring at least 1 ling to locationX
Actions:
¤ remove 1 ling at locationX for pX
¤ ACTION
¤ preserve trigger


At the start it works fine, slow but fine. But later it doesn't work at all. all buildings are killed but the lings are still there and no action at all. there are over 60 burrower lings and I use hyper triggers. Whats wrong? Please help.
Report, edit, etc...Posted by l)ark_13 on 2005-08-10 at 18:39:43
Can we see your map?
For one, you dont need your second trigger to give the lings back to pX because you're removing them (in trigger four), right?

Secondly you can put trigger one and three together.
Condition:
- Always
Action:
- Give 1 ling owned by pY to pX
- Center location on ling owned by pX
- Preserve Trigger

Thirdly, I'm not sure what you're trying to do in the fourth trigger. Explain to us what you want to happen.
Report, edit, etc...Posted by Gigins on 2005-08-10 at 18:44:40
QUOTE(l)ark_13 @ Aug 11 2005, 01:39 AM)
Can we see your map?
For one, you dont need your second trigger to give the lings back to pX because you're removing them (in trigger four), right?

Secondly you can put trigger one and three together.
Condition:
- Always
Action:
- Give 1 ling owned by pY to pX
- Center location on ling owned by pX
- Preserve Trigger

Thirdly, I'm not sure what you're trying to do in the third trigger.  Explain to us what you want to happen.
[right][snapback]284331[/snapback][/right]


I need the 2nd trigger because without it the lings will be given to pY and the 4th trigger won't shoot.

I want this. When I kill the building on ling the ling must be removed and a powerup must be created there. Like the building drops a powerup.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-08-10 at 19:16:42
QUOTE(DEAD @ Aug 10 2005, 05:44 PM)
I want this. When I kill the building on ling the ling must be removed and a powerup must be created there. Like the building drops a powerup.
[right][snapback]284334[/snapback][/right]

Thank you, i was wondering what the hell you were TRYING to do. Anyways I think your first problem is you should compress your triggers to better ensure your trigger order.

Trigger
Conditions:
¤ PX commands at least one ling
Actions:
¤ Center location01 on PX for at anywhere.
¤ Give one ling at location01 to PY
¤ Preserve Trigger


Trigger
Conditions:
¤ All players bring exactly 0 buildings to 'location01'
Actions:
¤ Remove one ling for PY @ Location01
¤ Create One Powerup for player @ Location01
¤ Preserve Trigger


Trigger
Conditions:
¤ Player X commands exactly 0 lings
¤ Player Y commands at least one ling
Actions:
¤ Give all lings owned by PY to PX
¤ Preserve Trigger


PS. I dont' consider that a grid system, but it doesn't matter.
Report, edit, etc...Posted by l)ark_13 on 2005-08-10 at 19:44:53
Okay, m comp crashed when I was posting my help so now its late. This is map.
You dont need to give the units to anyone because you are removing them.
If you need to keep them, then tell me and I will explain how to do that.
Report, edit, etc...Posted by Gigins on 2005-08-10 at 20:01:56
QUOTE(l)ark_13 @ Aug 11 2005, 02:44 AM)
Okay, m comp crashed when I was posting my help so now its late.  This is map.
You dont need to give the units to anyone because you are removing them.
If you need to keep them, then tell me and I will explain how to do that.
[right][snapback]284395[/snapback][/right]


No you get it all wrong. I don't need to kill the building with this trigger. I need to get a power up whenever a building is killed. And thats why I need to give units back.

See I have 60 buildings, each has a ling under it. When I kill one building(any) I need that a powerup is created there and I need that there is no ling anymore(very important). The trigger works at the start but after a while it don't work at all.
Report, edit, etc...Posted by SacredElf on 2005-08-10 at 20:47:23
i think it dont work late on game bcause that would b stackin right?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-08-10 at 20:48:56
QUOTE(DEAD @ Aug 10 2005, 07:01 PM)
See I have 60 buildings, each has a ling under it. When I kill one building(any) I need that a powerup is created there and I need that there is no ling anymore(very important). The trigger works at the start but after a while it don't work at all.
[right][snapback]284410[/snapback][/right]


Was there something wrong about my post?
Report, edit, etc...Posted by Kumano on 2005-08-10 at 20:55:49
I think you would need a location and trigger for every building otherwise you would have to kill buildings in a specific order, I might be just misunderstanding it though.
Report, edit, etc...Posted by l)ark_13 on 2005-08-10 at 21:01:17
Okay, take my trigger and modify the conditions so when you need a powerup and a building destroyed only destroy one at a time. You dont need to give any units because you are removing the zerglings, not keeping them.
Just take my trigger and make it like this:
Conditions:
- When you get a powerup or activate one or w/e
Actions:
- My actions + move the powerup you want to where the building was

If that doesn't answer your question then I really dont know what your question is.
Report, edit, etc...Posted by Gigins on 2005-08-11 at 11:30:19
QUOTE((U)Bolt_Head @ Aug 11 2005, 03:48 AM)
 
Was there something wrong about my post? 
[right][snapback]284460[/snapback][/right] 


No, it was a reply to l)ark_13 bleh.gif .
QUOTE(l)ark_13 @ Aug 11 2005, 04:01 AM)
 
Okay, take my trigger and modify the conditions so when you need a powerup and a building destroyed only destroy one at a time.  You dont need to give any units because you are removing the zerglings, not keeping them. 
Just take my trigger and make it like this: 
Conditions: 
- When you get a powerup or activate one or w/e 
Actions: 
- My actions + move the powerup you want to where the building was 
 
If that doesn't answer your question then I really dont know what your question is. 
[right][snapback]284469[/snapback][/right] 


This is becoming very weird. You actually read what I post? I need the lings to be given back. Look pX has 60 lings--->locationX is centered on 1 ling of pX(preserve trigger is not making it centered on other)---->give 1 ling to pY---->Location automatically jumps to next ling.......So on until pX has 0 lings I need this to happen all the time so I can detect when and where I have killed the building. If I won't give the lings back the locations won't be centered on them anymore and the last trigger won't shot.

BTW I already fixed my map It seems that there was problems with the order of triggers. I also divided this big(60 lings) grid system into 4 smaller so its working 4x faster. Thanks everybody for your help.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-08-12 at 04:51:49
QUOTE(DEAD @ Aug 11 2005, 10:30 AM)
No, it was a reply to l)ark_13 bleh.gif .
[right][snapback]284943[/snapback][/right]


Yeah well considering you seemed to be still discussing it I assumed you just didn't look at what i said or assumed it was wrong too.
Report, edit, etc...Posted by Gigins on 2005-08-13 at 01:56:05
QUOTE((U)Bolt_Head @ Aug 12 2005, 11:51 AM)

Yeah well considering you seemed to be still discussing it I assumed you just didn't look at what i said or assumed it was wrong too.
[right][snapback]285846[/snapback][/right]


Well actually I fixed my triggers because of your post so thanks again.
Next Page (1)