Staredit Network

Staredit Network -> UMS Assistance -> Trigger Question
Report, edit, etc...Posted by 00cnr on 2006-03-11 at 17:47:01
Here's the problem. I'm trying to use a system to save locations for entering buildings. To do this is have burrowed zerg units under the buildings that are enterable, the player who owns this and the type of unit is used to know which building is being entered. You enter a building using an SCV system, move it out of the small location and a switch is set called 'action button'. Once 'action button' is set, the game detects which unit is burrowed and who owns it in the location that follows your hero to move your player into the correct building. This is where it goes wrong... I think? I'm guessing it has to do with a problem detecting the burrowed unit in the locations but I can't be sure here are the triggers:
CODE

Trigger("Player 1"){
Conditions:
Always();
Bring("Player 1", "Terran SCV", "Action Button", Exactly, 0);

Actions:
Move Unit("Player 1", "Terran SCV", All, "Anywhere", "Action Button");
Set Switch("Action Button", set);
Wait(1000);
Set Switch("ACtion Button", clear);
Preserve Trigger();
Comment("Action Button Go!");
}

This activates the 'action button' switch and deactivates it after 1 second.

CODE

Trigger("Player 1"){
Conditions:
Always();
Switch("Action Button", set);
Bring("Player 3", "Infested Terran", "Hero1", Exactly, 1);
Bring("Player 1", "Protoss Dark Templar", "Map", Exactly, 1);

Actions:
Move Unit("Player 1", "Protoss Dark Templar", All, "Hero1", "Home-                Enter");
Preserve Trigger();
Comment("Home- Enter");
}

This trigger is where it goes wrong, (I think). The DT never moves. What did I do wrong with those triggers?

-----------------------------------------------------------------------------------------------
ADDITION:
2nd Question: How do I make a human player ally vision a computer player so that the computer player see's if a human player has a cloaked unit and is able to attack it?
Report, edit, etc...Posted by Urmom(U) on 2006-03-11 at 18:03:46
Maybe the location isn't big enough to detect the burrowed unit. Make sure that you place the burrowed unit close to where the player will be able to enter the building. I would also reccommend putting the unit next to instead of under the building.
user posted image
If your building is like that, place it in the areas where you can walk into the building.
user posted image
If it's like this, place it only in the areas you can touch.

I'm not sure if that is your question though. Maybe you are getting a wait block with that 1000 ms wait.
Report, edit, etc...Posted by 00cnr on 2006-03-11 at 18:11:02
QUOTE
I would also reccommend putting the unit next to instead of under the building.

Is is.
QUOTE
place it in the areas where you can walk into the building.

Got that too.
QUOTE
place it only in the areas you can touch.

Done that.
QUOTE
Maybe you are getting a wait block with that 1000 ms wait.

Possibly, would the trigger still work w/o the wait?.
Report, edit, etc...Posted by HeRtZ on 2006-03-11 at 18:13:17
Make sure your units are belonged to that player. Also if your "Hero1" is a 1x1 location switch it up to a 2x2. Or it may be something with the switches.
Report, edit, etc...Posted by Fwop_ on 2006-03-11 at 18:13:28
You could try and decrease the wait to just like one millisecond.
Report, edit, etc...Posted by 00cnr on 2006-03-11 at 18:18:49
Hertz:
I've checked the units, all owned by the correct players and the locations is about 4x4

Fwop_:
I took away the wait, no effect. I'll try the one millisecond wait.
Report, edit, etc...Posted by Fwop_ on 2006-03-11 at 18:32:15
On your second question, I think what you do is turn vision ON for the computer player, and have that trigger owned by the player who the computer can see.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-11 at 19:46:43
QUOTE(00cnr @ Mar 11 2006, 05:10 PM)
Is is.

Got that too.

Done that.

Possibly, would the trigger still work w/o the wait?.
[right][snapback]443642[/snapback][/right]


If you have it set up like in the picture then you will most likely have issues with the condition "Player 3 brings EXACTLY one infested terrain to hero"

But then again alot of your logic seems to be flawed, like for instance why even use the burrowed unit when you could just use the building itself and detect its presence... Why you have a wait and a clear switch action in you 'action trigger'? Why you even have a switch at all?
Most of the things could have logical reasonings that are just unstated but for some reason i'm doubt it in most of the cases.

PS. Fwop_ you got that backwards that would give the player vision of the computers units. you got to think of the the vision AI as "Get Vision" instead of "Share Vision".

PPS. No the triggers would not work without the wait in the way you have it set up.
Next Page (1)