Staredit Network

Staredit Network -> UMS Assistance -> Help with trigger
Report, edit, etc...Posted by IIDragonII_Bard on 2005-08-20 at 17:23:50
Ok, I am makin a map, and I want it to be so that when u make a missile turret, youu get a siege tank, but the siege tank doesnt appear.
Here is the trigger:

\
null
Trigger
Players:
¤ player 1
Conditions:
¤ Bring(CurrentPlayer, AtLeast, 1, Missile Turret, Anywhere);
Actions:
¤ MoveLocation(tankp1, Missile Turret, CurrentPlayer, Anywhere);
¤ RemoveUnitAtLocation(1, Missile Turret, CurrentPlayer, tankp1);
¤ MoveUnit(All, SCV, CurrentPlayer, tankp1, scv);
¤ CreateUnit(1, siege tank siege mode, tankp1, CurrentPlayer);
¤ MoveUnit(All, SCV, CurrentPlayer, scv, tankp1);
¤ Preservetrigger();
Report, edit, etc...Posted by Gigins on 2005-08-20 at 17:34:42
I have a map with the same stuff in it. I call it "sentry turret". Make the condition "command 1 turret" instead of bring. And why you move the scv? it it too big for the tank to be created?
Report, edit, etc...Posted by IIDragonII_Bard on 2005-08-20 at 18:03:37
QUOTE(DEAD @ Aug 20 2005, 05:34 PM)
I have a map with the same stuff in it.  I call it "sentry turret". Make the condition "command 1 turret" instead of bring. And why you move the scv? it it too big for the tank to be created?
[right][snapback]294210[/snapback][/right]


Still doesnt work. Here's the trigger again:

Player: P1

Conditions:
Command(CurrentPlayer, AtLeast, 1, Missile Turret);

Actions:
MoveLocation(tankp1, Missile Turret, CurrentPlayer, Anywhere);
RemoveUnitAtLocation(1, Missile Turret, CurrentPlayer, tankp1);
Wait(75);
CreateUnit(1, Mortar tower, tankp1, CurrentPlayer);
PreserveTrigger();
Comment("tankp1");

The wait is so scv can move out of way.
Report, edit, etc...Posted by Gigins on 2005-08-20 at 18:07:08
Why this wait 75? It does no good it can only mess up your trigger if you have hypers for that player or any other triggers running waits.
Report, edit, etc...Posted by Sniper on 2005-08-20 at 18:20:14
Remove the wait. If that doesn't work you made a mistake. Look over you triggers.
Report, edit, etc...Posted by l)ark_13 on 2005-08-20 at 18:24:31
You know the triggers and they should be working.
You probably just made a small little mistake somewhere. I do it lots too pinch.gif
Report, edit, etc...Posted by IIDragonII_Bard on 2005-08-20 at 18:41:25
I did everything everyone said, and it still didnt work (I have hyper trigs BTW).

So i did this just to try it out and it worked. Its really wierd.

These are trigs.

Condition:
Command(CurrentPlayer, AtLeast, 1, Missile Turret);

Action:
MoveLocation(tankp1, Missile Turret, CurrentPlayer, Anywhere);
RemoveUnitAtLocation(1, Missile Turret, CurrentPlayer, tankp1);
SetSwitch(Switch 1, Set);
PreserveTrigger();
Comment("settankp1");
---
Condition:
Command(CurrentPlayer, AtLeast, 1, Missile Turret);
Switch(switch 1, set);

Action:
MoveUnit(All, SCV, CurrentPlayer, Anywhere, scv);
CreateUnit(1, Mortar Tower, tankp1, CurrentPlayer);
MoveUnit(All, AnyUnit, CurrentPlayer, scv, tankp1);
SetSwitch(Switch 1, Clear);
PreserveTrigger();
Comment("maketankp1");
---

For some reason other thing didnt work then i did it the stupid person's way and it worked blink.gif
Report, edit, etc...Posted by Sniper on 2005-08-20 at 18:43:17
The switch is useless. I'm sure that it will work the first way you did it. Post the map there is a mistake in there.
Report, edit, etc...Posted by IIDragonII_Bard on 2005-08-20 at 18:51:25
QUOTE(Mp)Sniper @ Aug 20 2005, 06:43 PM)
The switch is useless. I'm sure that it will work the first way you did it. Post the map there is a mistake in there.
[right][snapback]294264[/snapback][/right]



I think its useless too but didnt work the old way, and im not gonna go to trouble to make trig how it used to be etc. wink.gif
Next Page (1)