Can someone explain to me the invisible bunker trigger?
I don't understand where to put the locations and why there are protoss buildings involved? Someone please

me! I need someone to explain this trigger to me!
Here's the trigger:
(From Tutorials/Triggers)
QUOTE
Viewing Tutorial: Invisible Bunkers
by Various Authors
Method 1
Thanatos
This is how to make those invisible bunkers from tower defense, the ones where the Bunker isn't just invisible, but not there AT ALL while still allowing the units to shoot from the same spot.
You need this trigger for every player, and every type of bunker (i.e. rine, ghost, bat...)
Trigger
Players:
¤ Player 1
Conditions:
¤ 'Player 1' commands at least 1 'Supply Depot'
Actions:
¤ Move all Terran SCV at 'Anywhere' to 'scvHome'
¤ Center location labeled 'supplyDepot' on Supply Depot' owned by 'Current Player' at 'Anywhere'
¤ Center location labeled 'moveBunker' on 'Bunker' owned by 'Player 8' at 'p1Bunkers'
¤ Remove 1 'Bunker' for 'Player 8' at 'moveBunker'
¤ Remove All 'Supply Depot' for 'Current Player'
¤ Create 1 'Bunker' at 'supplyDepot' for 'Player 1'
¤ Create 3 'Marine' at 'supplyDepot' for 'Player 1'
¤ Execute AI Script: 'Enter closest bunker' at 'supplyDepot'
¤ Wait '1000' milliseconds
¤ Move all 'Bunker' for 'Player 1' at 'supplyDepot' to 'moveBunker'
¤ Create 1 'Protoss Cybernetics Core' at 'supplyDepot' for 'Player 1'
¤ Move all 'Terran SCV' at 'scvHome' to 'supplyDepot'
¤ Preserve Trigger.
Ok, so you need a lot of locations. Here's a list:
¤ scvHome <-- Where the scv moves to once supply depot is built
¤ supplyDepot <-- Location for action to take place at
¤ moveBunker <-- Place the bunker moves to
It's a lot of steps, but it gets the job done.
Now, for taking care of that problem with you being able to see your own units. Here's what you do:
Disable vision with yourself and everyone else except for 1 computer player. That computer is neutral, and everyone has shared vision to it. You place the map revealers on the map so that you keep the fog of war up over your 'moveBunker' area but you can still see where you're building.
Method 2
Various Authors
Trigger
Players:
¤ Players this applies to
Conditions:
¤ Current Player commands at Least 1 Supply Depot.
Actions:
¤ Move location 'Player1 Invisible' on Supply depot owned by current player at 'Anywhere'.
¤ Move all Terran SCV for current player at 'Anywhere' to 'Place SCV'.
¤ Create 1 Observer at 'Player1 Invisible'.
¤ Remove 1 Supply Depot at 'Player1 Invisible'.
¤ Move location 'Player1 Invisible' on Protoss Observer owned by current player at 'Anywhere'.
¤ Create 1 Terran Bunker at 'Player1 Invisible'.
¤ Create (units wanted in bunker) at 'Player1 Invisible'.
¤ Run AI script 'Enter Closest Bunker' at 'Bunk Place'.
¤ Wait for 1000 milliseconds.
¤ Remove 1 Crashed Norad at 'Norad Place'.
¤ Move all Terran Bunker for current player at 'Player1 Invisible' to 'Norad Place'.
¤ Move all Terran SCV at 'Place SCV' To 'Player1 Invisible'.
¤ Kill all Protoss Observer for current player at 'Anywhere'.
¤ Preserve trigger.
If that doesn't work, try without the Observer actions.
Player1 Invisible = The location where the bunker gets placed.
Norad Place = The place where the norads are.
Bunk Place = Place surrounding where all possible bunkers could be.
Place SCV = Where SCV moves to (prevent entering bunker).
You need to stack multiple Crashed Nomads in one place for this to work. The number of Nomads stacked will be the amount of bunkers able to be 'invisible'.
The reason this works is because whenever a building is removed from a location, the ground at that location clears (saying there is no longer a building there so it's buildable).
Thanks,
RoK