ok so im making an RPG with the basic campaign editor (bout to get my a new hard drive so not gonna DL staredit) but anyways everything works except 2 things
1st. i have a command cent some minerals and 3 scvs inside a town (all the town is neutral even the scv's and CC) i have tried using "terran expansion insane" but it doesnt do anything..all i want is for the scvs to mine.know wats wrong?
2nd.i have gotton it to work MANY times be4 and now it not working

. i have it so when u eneter location "upgrade" u get control of these buildings and usually i have another location like an inch away from that 1 and when unit enters that location it gives the buildings back...so how do i make it after they eneter the location and gain buildings, and then leave the control goes back to p5?
thank you and u can IM me on AIM at "whitesight128" or see me in channel "Op Re"
Well all i can think of you put the trigger in the wrong player slot. If thats not the case can you post the map so we can see y
thank yall for replying but i got it
and for anyone who ever wants SCV's to just mine and not build anything in reg editor just make sure the mining player is a computer and not neutral and the do trigger "terran expansion insane" on the CC then make a trigger "always,player 5 accumilates 8 min---modifie resources for player 5 subtract 10 min,preserve trigger"
thanks yall
still need help with the second 1
| Trigger |
| Players: |
| ¤ Heroes |
| Conditions: |
| ¤ Current Player brings at least 1 men to 'Upgrade' |
| Actions: |
¤ Give upgrade buildings to Current Player
|
| ¤ Preserve Trigger |
| Trigger |
| Players: |
| ¤ Heroes |
| Conditions: |
| ¤ Current Player brings exactly 0 men to 'Upgrade' |
| Actions: |
¤ Give upgrade buildings owned by Current Player to Player 5
|
| ¤ Preserve Trigger |
That should work.
to just mine you could always use the "terran area town" i believe it's called like that, they don't build they just mine.
for the second one
+current player brings at least 1 any unit to location (give me upgrades)
-give all (upgrade buildings) of player (pc owner) to current player
-preserve trigger
+current player brings exactly 0 anyunit to location(give me upgrades)
-give all (upgrade buildings) of all players to (pc owner)
-preserve trigger
he just said that he figured it out... so its solved.
thanks sooo much yall this makes the way i had it set up much better so i got all that but now i got 1 more
p5 keeps unloading his bunkers and they are suppost to stay full can i lock the bunkers with reg editor?
Just use the run 'AI script at location' where they are coming out using the script "Enter Closest Bunker". It is near the bottom of the ai script commands list. Don't forget to preserve the trigger and use hypers.
I can conclude that P5 is a computer player right?
If the above is true then it's harcoded into the AI script and there really isn't anything you can do about it to prevent it. It probably does this when a unit is attacked by the bunker and then it leaves the range of the units inside the bunker, the units inseide the bunker will the give chase.
What you can do is use Hyper Triggers and tell all units at a location in the bunker to always enter the bunker.
Also don't forget to use "Preserve Trigger".
What are hypers? or hyper triggers?
*sigh* ok here it is again cuz hyper didnt work
when u kill zealot at location "bridge" it creats a bunker and 4 marines at location "bridge bunk 1".
then the trigger "p5 brings 1 building to location bunk bridge 1,exictute AI script "enter closest bunker""
all that works but after they enter the bunker p5 UNLOADS it and brings the units back to his base when i want them to stay there...so...?
and if u wanna see it to get a better look come to channel "Op Re" or whisper me at "RE_JackKrauser"
Are you already running a "Run AI Script" for that computer player? If you are, then the computer player will act as best as it can to play Melee in the given parameters.
dont put the opponent as nuetral.............................lol.... .:

:.
Just preserve the enter closest bunker and put a loc on the bridge where the AI runs. So when they get out, they go back in. OR, after the units get in you could disable the doodad state which makes it so that they can't get out. But, the bunker will be cloaked.