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Staredit Network -> UMS Assistance -> Trigger Engine Help
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-25 at 02:32:04
Ok, This has been a frustrating piece to make.
This is how it goes.

There are 6 players, players 1-6.
Players 1-3 havea siege tank at location AB1 and players 4-5 have one at location AB2.
When a player unsieges/sieges his siege tank a marine owned by him is created at a 5x5 location named RR and then moved to a 1x1 location named FP1-6(seperate for players 1-6) that is following a civilian owned by that player and then removed after it gets a chance to shoot.

I need an idea about how to do everything but, the location following. and the marine would be a selectable unit but Ill handle that. I want something that wont require a ton of triggers.
Report, edit, etc...Posted by MapUnprotector on 2006-03-25 at 02:47:39
It seems pretty straight forward the way you explained it.

For the siege/unsiege system and even moving the marine and stuff you could do that all in a force or all players.

Assuming the tanks start unsieged I would so something like:

Current player brings 1 siege tank to X location
Current player has suffered exactly 0 death of A

Set deaths of A for current player to 1
Create marine at 5x5 location for Current player

---

Current player brings 1 unsieged tank to X location
Current player has suffered exactly 1 death of A

Set deaths of A for current player to 0
Create marine at 5x5 location for Current player

---

Current player brings exactly 1 marine to location 5x5

Center location 1x1 on terran civilian owned by currentplayer
Move marine owned by currentplayer to 1x1
(some kind of timer, I would set a deathcount for the currentplayer to begin it)

---



The trigger for moving the marine at the 5x5 location to a 1x1 location will only move the marine once. If you keep moving the marine over a 1x1 location will it be able to shoot? If so just add a trigger to do that.

Note: I've left out preserves since naturally you would need those, and all those triggers can be put for all players or a force.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-25 at 05:40:07
Actually this is an engine and does need preserves so yeah heres what I did.
This doesnt work and I need it to.

QUOTE

Edit:DELETED TO SAVE SPACE IN FORUM(by me) look below for triggers.



And yes the condition Bring is fufilled.

ADDITION:
Also note the tank starts sieged.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-25 at 14:41:26
Trigger
Players:
¤ All Human Players
Conditions:
¤ Current Player Commands at least one seige tank.
¤ Current player commands exactly 0 marine
Actions:
¤ Center location '1x1' on Seige tank for current player
¤ Remove seige tank for current player at 1x1
¤ Create 1 tank for current player at 1x1
¤ Create one marine at 5x5 Spawn (Anti Unplaceable?)
¤ Center Location 1x1 on Civ for current player at Playing Feild
¤ Move all marine owned by current player at 5x5 to 1x1
¤ Wait X
¤ Remove all marine owned by current player
¤ Preserve Trigger


Assumeing your creating the marine at the 5x5 for an anti unplaceable effect. You could make delete the rest of the actions after that (except the preserve trigger). Then make them into a new trigger with the conditions "Current player brings at least one marine to 5x5"

PS. Kelpwheat ALWAYS makes things more diffucult than it should be. It normally takes a few days to figure out why, or what it is. Like for example he will likely jump in here and say "I can't use one 1x1 location for all the players because it also does 'X' witch controls 'Y' so that 'Z' doesn't get out of control."
Report, edit, etc...Posted by MapUnprotector on 2006-03-25 at 15:19:09
QUOTE(Kept_Wheat @ Mar 25 2006, 06:39 AM)
Actually this is an engine and does need preserves so yeah heres what I did.
[right][snapback]452613[/snapback][/right]


Of course it needs preserves, I never said it didn't, I was just saying I left them out because it's "obvious" everyone of those triggers needs a preserve and not only because its an engine.

And Bolt I think the system that Kept wants with the tanks is that you don't remove them. You just have the player siege/unsiege so you can keep the hotkey.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-26 at 00:56:15
Actually no those triggers were to make it easier so I didnt have to make the same triggers for p1-6 which is 6x the triggers. Ill just post the map since it isnt exactly finished.

Check it out youll see exactly what im trying to do. Also give me some tips on terrain. I wasnt to sure how to do it.

ADDITION:
Youll also note that i was using the marine as an example as there are no marines. Im lazy and like taking easy ways out.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-26 at 01:56:46
QUOTE(--- @ Mar 25 2006, 02:18 PM)
And Bolt I think the system that Kept wants with the tanks is that you don't remove them. You just have the player siege/unsiege so you can keep the hotkey.
[right][snapback]452931[/snapback][/right]


Oh? Well thats an easy edit.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-27 at 20:06:21
Actually that ismt really what I need. Check out my map.
Edit: Actually that might work a little bit better than what I currently Have but not much.


New Edit: Ok I fixed up some stuff to make it run better. But the fire system still doesnt seem to work. Check it out.
[Take Out]
I really need to get this to work...

Edit:Please Help!!!!
Report, edit, etc...Posted by Demaris on 2006-03-27 at 20:49:12

Why not use a Dropship system instead of a Siege Tank system?
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-28 at 03:05:31
... because you can hotkey and press another hotkey and wham. No point and click. that takes time in the heat of battle. Oh and I need a way to make sure they cant fire extremely fast so this way seems like the best.

Now could you try and figure out what is wrong cuss I am stumped sad.gif.
Report, edit, etc...Posted by Demaris on 2006-03-28 at 03:29:28

Why not a burrow detection system or a Cloak detection system? Much easier to deal with. You're making this overly complicated. Those both have hotkeys to activate too.
Report, edit, etc...Posted by MapUnprotector on 2006-03-28 at 15:00:59
Actually the tank siege/unsiege is very simple.
Report, edit, etc...Posted by A_of_s_t on 2006-03-28 at 18:58:05
Demaris, do you just want to be right? I did dl it, but I can't exactly play it because my SC is crashing my computer ( I HAVE NO FREAKIN' CLUE WHY!!! ) , but what exactly is wrong with it? Is it that the player is not given enough time to fire with the marine?
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-28 at 21:23:10
No for some reason it just kinda doesnt work. You get your Civ at the arena area. You select a weapon(only terran is available until I fix the map. You switch the tank and it should(saying you chose the ghost weapon) create a ghost by your civ and remove it. Nothing happens.

And demarius the Siege system is by far the most effective and easiest way to do this. 2 triggers and that is all. The ways you have stated so far take more and wont work well with my map as you could cloak very fast or burrow unburrow very fast and that would take even more triggers to do a wait system for it. The siege system already has that set up thus making it the best choice.(Bolt only said I overcomplicate stuff because I used to when I worked with him)

Maybe I did something wrong in the triggers but I cant find anything that would make them not work. Please check out the map and look yourself because I really want this to work.
Report, edit, etc...Posted by A_of_s_t on 2006-03-28 at 22:52:28
If you create a ghost and remove the ghost, the ghost won't do any thing, it will just apear and disappear as quickly as SC can do it. You might want to use a death counter timer ( look in the tutorial section under looping music ) to make it so the ghost stays in the game a little longer. Does that help?
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-30 at 03:36:02
LOL. Ok look at the triggers above. Im using waits as they wont build up because there only about 1 second long and the siege tank system cant fire faster than that. AND since there are multiple player triggers the waits wont block eachother.

Im past that part and I know what a deathcount timer is because I use it in my map if you had looked at it for the civilian 10 second death count.

So no that didnt help because my trigger wont even fire and im not sure why. Everything seems to look fine and I dont know what is wrong. Ill post How I did my new triggers because They are better than the ones shown above if you would like.(the new ones arent affected by anything other than themselves which makes it more efficient [thanks to bolt])

Please Help!

Edit:took liberty of copying triggers.
QUOTE

TAKEN OUT BECAUSE PROBLEM SOLVED. YES!!!!

Report, edit, etc...Posted by PhoenixRajoNight on 2006-03-30 at 05:44:16
Lol, Wheat your gonna have a good laugh over this, I sat here trouble shooting your map for bout 1 and 1/2 hours. trying diff things that it could be, when I noticed something. You have the Triggers set to Edmund Duke, but the tanks you have placed are Regular Non-Hero tanks. I changed the triggers to the non-hero tanks, sure enough it works after that.

Wow, I can't believe I over-looked such a minor thing over and over, but that's maybe why you did not catch it as well.
Report, edit, etc...Posted by Staredit.Net Essence on 2006-03-30 at 21:13:04
LMAO.

I cant belive i overlooked it at least a hundred times. Thanks a fricking ton smile.gif you saved my map mega time. !! props to that guy.

[SOLVED]!
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