Staredit Network

Staredit Network -> UMS Assistance -> Trigger confuzzled
Report, edit, etc...Posted by KiTTyGCX on 2006-02-28 at 11:55:00
Ok I want to make players ally and share vision, they are setup like so:
Force 1- P1,P2,P3,P4,P5
Force 2- P7

I know this is not going to be correct because I haven't played with triggers in a long time, and its early in the morning so I am trying to figure out whats the best way to go about doing this. This trigger is applied for Force1 but I might apply it to force2 or just make 2 copies of it.
Trigger
Players:
¤ Force1
Conditions:
¤ Always();
Actions:
¤ RunAIScript(Turn ON Shared Vision for Player 1);
¤ RunAIScript(Turn ON Shared Vision for Player 2);
¤ RunAIScript(Turn ON Shared Vision for Player 3);
¤ RunAIScript(Turn ON Shared Vision for Player 4);
¤ RunAIScript(Turn ON Shared Vision for Player 5);
¤ RunAIScript(Turn ON Shared Vision for Player 7);
¤ SetAllianceStatus(Force1,AlliedVictory);
¤ SetAllianceStatus(Force2,AlliedVictory);
¤ PreserveTrigger();



Next, I was wondering how I would go about doing something like this:
Having 3 locations, the first location is the selection, the second is type, and the third location is the creation.

How it works is the Player selects an "enemy", the "enemy" is then copied to the location type for example purposes, and then whatever the type is spawns at the location creation.

Any idea how the triggers for this would work?

Hell if anyone can help me out with the triggers for my map, I would be soo happy. Because I am having troubles like this constantly, even though the triggers are very simple I still confuse myself sadly.
Report, edit, etc...Posted by Urmom(U) on 2006-02-28 at 14:48:06
Your vision trigger should work correctly.

For your other question, I was a bit confused but I think I get what you mean.

null
Trigger
Conditions:
¤ Current Player brings at least 1 men to 'Hydralisk selection'
Actions:
¤ Remove 1 men for current player at 'Hydralisk selection'
¤ Create 1 Hydralisk for Computer player at 'Example'
¤ Set Switch 1



null
Trigger
Conditions:
¤ Switch 1 is set
Actions:
¤ Create 1 hydralisk for computer player at 'spawn location'
¤ wait 1000 ms
¤ preserve trigger

I think that's what you meant. What happens is that when you bring the unit to the selection location, it creates a hydralisk in the example location and sets the switch to start the hydralisk spawn.
Report, edit, etc...Posted by KiTTyGCX on 2006-02-28 at 14:55:18
Amazing.. you actually understood what I was saying. Thats freaking amazing, you're like the first person to ever understand me in my first post!

Thank you very much, this info was totally helpful!

EDIT:
I am going to try to mod your triggers so that instead of removing the chooser unit, it moves it to the center again. Then creates the "example" unit in the example location, then it sets the switch which triggers the spawning.

I was hoping I might be able to do something like when a player is in chosen location create 1 example guy in example location, and then set spawning switch of example unit type. When player leaves chosen location, switch is turned off and example unit is removed.

EDIT AGAIN:
I just discovered another thing I might have problems with, I have 5 players which can control the spawns like this. There are 8 spawns, and each of the 5 players can control their own spawns, each player has a personal spawn area of 6 slots. So.. thats like 240 switches.. I dont think my idea is going to work anymore sad.gif
Report, edit, etc...Posted by Urmom(U) on 2006-02-28 at 15:27:31
Substitute switches with death counters. Here's some example triggers:
Trigger
Conditions:
¤ Current Player Brings at least 1 men to 'Hydralisk Selection'
Actions:
¤ Move all men for Current Player at 'Hydralisk Selection' to 'Center'
¤ Create 1 Hydralisk at 'Hydralisk Example'
¤ Set Deaths for Current Player to 1 for Ursadon


Trigger
Conditions:
¤ Current Player has suffered exactly 1 death of Ursadon
Actions:
¤ Create 1 Hydralisk at 'Spawn Spot 1'
¤ Wait 1000 ms
¤ Preserve Trigger

This trigger would be how you could recycle the same death counter:
Trigger
Conditions:
¤ Current Player has suffered exactly 2 death of Ursadon
Actions:
¤ Create 1 Hydralisk at 'Spawn Spot 2'
¤ Wait 1000 ms
¤ Preserve Trigger

And you can modify the first trigger to set it to 2 deaths of Ursadon and so on but I'm not exactly sure how you have your spawn system set up. You would still need to use multiple death counts but it would be a lot less than if you used switches.

One question, how many units is the player allowed to have running at once? If it were just one at a time, you would only require one death count. If you have multiple units spawning at a time, then you would need 6 death counts (one for each spawn) I think.
Report, edit, etc...Posted by KiTTyGCX on 2006-03-01 at 15:53:19
Well I would hate it if someone stole my idea anyway I will give part of the map away then I guess...

Ok each player gets an arena with 6 spawn slots, an exit, and a template of the spawning unit. Here is an example of the layout:
[codebox]
.....+---+.....
.....|.T.|.....
+----+---+----+
|.S1...N...S2.|
+----+...+----+
|.S3.......S4.|
+----+...+----+
|.S5.......S6.|
+----+...+----+
.....|.X.|.....
.....+---+.....
[/codebox]

T = Unit Template Location
N = Entrance to arena
X = Exit from Arena
S# = Slot/Spawn arena

There are 5 players, and each player receives an arena like that. As well as a spawn selector, which creates a Template unit at location T then spawns 5 units in whatever slot the player decides to enter (sort of like how Mini Town Defence works, just with the idea of personal arenas with spawn choice).

However, you seem to have great knowledge of triggers would you be willing to help me assemble this part, you would receive the proper credit, I am just making the map because it sounds like fun. You wouldn't have to do much work, you could create a few triggers for one player and I could build from that.
Report, edit, etc...Posted by Urmom(U) on 2006-03-01 at 18:17:27
Sure, I could help you out. I think I have a good way to do it too. Just PM me some time.
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