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Staredit Network -> UMS Assistance -> Hp rising
Report, edit, etc...Posted by I-X-King-X-I on 2005-10-07 at 22:48:31
Well im making a defense atm, and instead of using like tons of units for levels i was just gonna use one unit.

Now like every minute or so i wanted to hp to raise, could i just use a 1 trigger with waits in it that set switches and when the switch is set it then spawns them with higher percentage hp.

like

Switch 1 is set
Create 'Unit' with 5% hp

Switch 2 is set
Create 'Unit' with 10% hp

etc.

then have a trigger setting and clearing the switches...

would that be a way to do that???

Instead of making another topic...If i had a pylon with like 5 cannons stacked on it, and wanted it to where if you bring a unit to it you get 1 cannon...

Player 7 Commands at least 1 Cannon
Current Player brings 1 'Unit' to 'CannonGiveAway'

Give 1 Cannon to Current player.

Err...also if i wanted it whre you could buy an scv then let it build 1 bunk (invisible bunkers) in the invisible bunker trigger would i jsut add a remove scv in there to make it where you only get 1 bunk outta 1 scv so you have to keep purchasing them?

(sry if too long crazy.gif )

Any help will be apperciated happy.gif
Report, edit, etc...Posted by PlayaR on 2005-10-07 at 22:52:30
i know the first is a way and
your pylon thing is confusing me
so is your scv thing...
wanna try to clear it up for me? pinch.gif
Report, edit, etc...Posted by I-X-King-X-I on 2005-10-07 at 22:58:24
Cannon
~
When you bring a unit to the location, you get 1 cannon, like you buy the cannon kinda, like your pylon is there, then lets say 5 cannons are stacked on there, and when you bring your unit to get it, you get 1 cannon.



ScV
~
I just want the scv to build 1 bunk, so i was wondering when i do the invisible trigger, instead of making the scv return, i just make it remove so they will have to purchase more to buy more bunkers
Report, edit, etc...Posted by PlayaR on 2005-10-07 at 23:24:09
or you could give them a probe plus one min to build just a cannon
and once the player has 0 mins add the trigger to remove all probes on their place or the specific player and then to make the cannon work without the pylon disable the cannon

and you could do the same thing with the bunkers or the scvs
Report, edit, etc...Posted by I-X-King-X-I on 2005-10-07 at 23:32:34
thx yahoo.gif











happy.gif
Report, edit, etc...Posted by PlayaR on 2005-10-07 at 23:39:04
no problem
and
no offence lol but they were kinda ez to come up with >.<
plus i have some feeling that the waits might mess up in the first one
but im pretty sure it should work
Report, edit, etc...Posted by I-X-King-X-I on 2005-10-07 at 23:42:15
well i know they would be easy, but everytiem i try something i always just mess it up, so i was just kind of getting a 2nd opinion, and help because i wasnt sure about teh cannon one heh
Report, edit, etc...Posted by PlayaR on 2005-10-07 at 23:50:33
QUOTE(I-X-King-X-I @ Oct 7 2005, 11:42 PM)
and help because i wasnt sure about teh cannon one heh
[right][snapback]328827[/snapback][/right]


ok let me do it in trigger format :

first trigger where you get the probe and the min :


Trigger
Description:
Probe + mins
Players:
¤ player x
Conditions:
¤ what they do to get the probe
Actions:
¤ Creat 1 probe for player x at location x
¤ modify minerals for player x, set to 2 minerals
¤ preserve trigger


the next trigger where you remove the probe after it makes the cannon :


Trigger
Description:
Remove probe after cannon and pylon made'
Players:
¤ player x
Conditions:
¤ player x accumulates exactly 0 minerals
Actions:
¤ remove all probe for player x at location x
¤ preserve trigger


i hope that works lol
Report, edit, etc...Posted by Oo.Turin.oO on 2005-10-07 at 23:58:42
yeah but with no pylon you can't actually build a cannon
Report, edit, etc...Posted by PlayaR on 2005-10-08 at 00:06:47
QUOTE(Veritaserum @ Oct 7 2005, 11:58 PM)
yeah but with no pylon you can't actually build a cannon
[right][snapback]328844[/snapback][/right]


oh yea....i forgot about that lol
ok king lemme edit my trigger format post thing and look at it again lol
sorry and thx for that tip veri tongue.gif

ADDITION:
oh yea also king make the cannon and pylon cost 1 mineral
Report, edit, etc...Posted by I-X-King-X-I on 2005-10-08 at 13:51:41
ok when i tried the raising hp thing with just using creating units with properties, i can only do like 5 and then if i do make mroe they wont let me edit the propetties



is there an alternate way to make hp just raise in levels?
Report, edit, etc...Posted by Corbo(MM) on 2005-10-08 at 14:21:55
QUOTE(Veritaserum @ Oct 7 2005, 09:58 PM)
yeah but with no pylon you can't actually build a cannon
[right][snapback]328844[/snapback][/right]

what about building a pylon then center a location on it and remove the pylon then create one cannon and enable it that would work and make the map even cooler
Report, edit, etc...Posted by I-X-King-X-I on 2005-10-08 at 15:53:08
well sense my create unit with properties thing dindt work out right..

could i do some what the same thing ( having a trigger going through setting and clearing switches ) but whne a switch is set just create the units regularly but have a trigger like

switch 1 is set

make all units in spawn1 5%


then they can walk out and do what ever...then later when switch 1 is clleard and swithc 2 is set..


switch 2 is set

make all units in spawn1 10%


etc...could that work??
Report, edit, etc...Posted by KABOOM on 2005-10-08 at 22:46:23
Well not sure if this will help but play this map i posted. It has what u want and its not protected so just look how the creator did it.
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