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Staredit Network -> UMS Assistance -> Stopping Triggers (how to)
Report, edit, etc...Posted by crypticmapper666 on 2005-12-03 at 13:53:01
Very simple question that im too stupid to figure out...

Example: In a mass game the first unit you get spawned by default is a Ghost...
Then you upgrade to another level and you will normaly get 1 zergling per second.

But the farking ghost keep spawning whit your zerglings...

Just say me how to stop the 1st trigger please... And thank you biggrin.gif

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P.S.: Don't tell me to kill the ghost at location because I don't want to have a blood effect, already tried it...
Report, edit, etc...Posted by DT_Battlekruser on 2005-12-03 at 13:57:00
Add a condition like a switch or death counter to the trigger that creates the Ghosts that you can disable when you want to.
Report, edit, etc...Posted by Neiji on 2005-12-03 at 14:27:22
Add death counts. Level 1 = Death counts of unit you can't really kill like upper leve door (But this you get confused w/ 3 other doors).

And level 2 = you add 1 death counts.

Trigger:
Condition:
0 death counts of (door) is set.

Action:
Spawn Ghosts

Then,

Condition:
1 death counts of (door) is set

Action:
Spawn Lings.
Report, edit, etc...Posted by Joshgt2 on 2005-12-03 at 14:28:34
I think that a switch would work the best. Here is what it could look liike...
Trigger
Players:
¤ Current Player
Conditions:
¤ Switch 1 is set
Actions:
¤ Create 1 ghost at "location 1" for Current player
¤ Wait 1000 milliseconds (1 second)
¤ Preserve Trigger

Then when the next level is started you would add the action to clear switch 1 and set switch 2 which would be the switching of the levels...
Trigger
Players:[a]Current player
Conditions:
¤ Switch 2 is set
¤ Switch 1 is cleard (this one is optional but I do this sometimes just in case.)
Actions:
¤ Create 1 Zergling at "location 1" for current player
¤ Wait 1000 milliseconds (1 second)
¤ Preserve Trigger
Report, edit, etc...Posted by Syphon on 2005-12-03 at 14:54:03

Trigger
Description:
Spawn lv1
Players:
¤ Any
Conditions:
¤ Player _ Kills at least 0 any unit
¤ Player _ Kills at most 100 any unit
Actions:
¤ Create 1 ghost at "spawn" for Player _
¤ Preserve Trigger


Then for level 2 you just change the at least to 100 and the at msot to the next levels kills.
Report, edit, etc...Posted by Pauper on 2005-12-03 at 19:26:50
Here is a good example in my Golem map.

Bring(CurrentPlayer, AtLeast, 1, AnyUnit, Protoss Race);
Score(CurrentPlayer, Custom, AtLeast, 0);
Score(CurrentPlayer, Custom, AtMost, 500);

CreateUnit(1, Zealot, Friends, CurrentPlayer);
Wait(2500);
PreserveTrigger();
Comment("Basic Zealot");
Report, edit, etc...Posted by Oo.Turin.oO on 2005-12-03 at 19:54:01
You wouldn't need the at least until you got to the second level pauper
Report, edit, etc...Posted by fritfrat(U) on 2005-12-03 at 20:02:42
Adding the at least 0 to the first level simply creates consistancy in the triggers; that way, if he compares them to look for errors if the conditions are more complex or whatever, it won't throw you off. I do that sometimes for more complicated stuff smile.gif

If you upgrade by getting a certain amount of kills, do atleast and at most. And remember, at most and at least are INCLUSIVE, meaning you want the "at most" to always be 1 UNDER what you upgrade at. For example, at most 99 kills gives you level 1, and atleast 100 kills gives you level 2.

If you upgrade by other methods, just have a switch set or something else showing what level they are on like gas or score or something.


You could always do REMOVE all ghost if you don't like KILL all ghost but still want to do it that way tongue.gif

Also, be careful balancing that. Mass ghosts can really pwn mass zlings sometimes, lol.
Report, edit, etc...Posted by Urmom(U) on 2005-12-04 at 13:04:17
Syphon's way is the way they do it in most masser maps so try that, it's less triggers.
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