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Staredit Network -> UMS Assistance -> I need a trigger?
Report, edit, etc...Posted by Macstatic on 2006-03-14 at 20:28:37
Well, I am making a map for me and my brother to play, and also to play on battlenet, but I am having one major problem... I have a little pic of part of my map here:

user posted image

This shows two locations that I want to create "gates" with... I have seen this in other maps, but I want to be able to make guys go from one of the locations to the other... How would I do that?

(If you don't understand what I mean, just say so...)
Report, edit, etc...Posted by Corbo(MM) on 2006-03-14 at 20:43:17
many people have bothered to answer your question to simply move a unit to another place you use the move trigger just do like
Conditions:
player X brings at least 1 anyunit at location 1
Actions:
move all anyunit from location 1 to location 2
Preserve trigger(optional)
Report, edit, etc...Posted by Zwitch on 2006-03-14 at 20:46:53
Yeah pretty much what Corbo said, make sure its [men] instead of [any unit] though, otherwise I think this will apply to lifted buildings too (unless you mess with the location settings but I won't get into that) but it's not that big of a deal.

Conditions:
Current Player brings at least 1 of [men] to location1

Actions:
Move all [men] owned by Current Player at location1 to location2
Preserve Trigger.

If you want to be able to go both ways, just create a duplicate of this trigger but switch 'location1' to 'location2' and vice versa
Report, edit, etc...Posted by Macstatic on 2006-03-14 at 20:48:35
Thanks... If I want both Force 1 and Force 2 to be able to go through the portals, how would I do that? Do I choose All Players or what?
Report, edit, etc...Posted by HeRtZ on 2006-03-14 at 20:52:45
Just make the triggers under force 1 and force 2.
Report, edit, etc...Posted by Corbo(MM) on 2006-03-14 at 20:54:04
check both forces in the trigger or if they are allied set the player to Allies
Report, edit, etc...Posted by HeRtZ on 2006-03-14 at 21:02:00
Oh, also make sure the locations arent on the doodad, make sure they are ahead of them, otherwise the unit cannot be moved onto the doodad!
Report, edit, etc...Posted by Macstatic on 2006-03-14 at 21:02:41
Cool, thanks! I have tried many things, but I haven't been able to get anything to work...
Report, edit, etc...Posted by xws on 2006-03-15 at 00:26:18
there is a problem with making a 2 way teleport using 2 locations, and that is the units will warp back and forth indefinitely. this problem is only exasperated by hyper triggers.

2 solutions come to mind.
use 4 locations, make the destination a little bit away from the other entrance
or
set some timeout switch so that 1 way is disabled for 10 seconds after the other way has been used
Report, edit, etc...Posted by DaMiNaToR on 2006-03-15 at 00:32:07
No, make 4 locations, doing the second way is glitchy.
Report, edit, etc...Posted by nimadude on 2006-03-15 at 01:23:05
It's not a bad idea to look through triggers when you are new to map making, you learn a lot better first hand (with stuff that is very basic like this).
Report, edit, etc...Posted by xws on 2006-03-15 at 01:31:27
its only glitchy if you dont know what you are doing, never hurts to know all you options
Report, edit, etc...Posted by Urmom(U) on 2006-03-15 at 14:40:49
I would also recommend making the locations you are using for Ground Only (make the boxes in the location info for anything air unchecked) so that air units won't be teleported through the gate.
Report, edit, etc...Posted by Macstatic on 2006-03-15 at 16:41:52
Thanks! That solved my problem!!! I had the location on the doodad and not before, so only the dropship went through because it flew over it accidentally.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-15 at 18:30:05
QUOTE(xws @ Mar 15 2006, 12:31 AM)
its only glitchy if you dont know what you are doing, never hurts to know all you options
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You should only use a wait if you don't want the portal to be used within 10 seconds or however long it is. Its like an indirect way of solving the warp back issue that would still occur if the player decides to wait there. Or if he wants to go back cause he went in the wrong one or something he has to wait for it.

Using 4 locations is normally the best way (some times it can be done with less if your creative). Alternatlively using a switch or something you can disable the warp back until the player leaves the location he was warped too. This would require him to walk away from the door before he is allowed to go in it again.

But then again triggers are never glitchy, they always do what there designed to do. Except some times the designer doesn't know how they work. So under that mentality of course using a wait isn't glitchy, It just has disadvantages.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-03-15 at 19:23:58
There is an easier way to do the original trigger. Simply do this:

Trigger
Players:
¤ Players to be affected
Conditions:
¤ Always
Actions:
¤ Move all any unit at location x to location y
¤ preserve trigger


Do this twice (for each teleport side).

Also note: If you are using SCXE for triggers, the "move unit" trigger is renamed "teleport units". Just in case someone had that problem.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-15 at 22:22:26
QUOTE(killer_kow @ Mar 15 2006, 06:23 PM)
Also note: If you are using SCXE for triggers, the "move unit" trigger is renamed "teleport units". Just in case someone had that problem.
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Only if your using pointless version 2.6
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