Trigger("All players"){
Conditions:
Elapsed Time(At least, 15);
Actions:
Display Text Message(Always Display, "This message will never show up, proof that the trigger isn't running.. why the hell won't it run?");
Run AI Script("-Vi0");
Run AI Script("-Vi1");
Run AI Script("-Vi2");
Run AI Script("-Vi3");
Run AI Script("-Vi4");
Run AI Script("-Vi5");
Run AI Script("-Vi6");
Run AI Script("-Vi7");
Display Text Message(Always Display, "This message will never show up, proof that the trigger isn't running.. why the hell won't it run?");
Create Unit("Player 12", "Terran Wraith", 1, "Anti-Map Hack");
Display Text Message(Always Display, "This message will never show up, proof that the trigger isn't running.. why the hell won't it run?");
Wait(70);
Wait(70);
Wait(70);
Wait(70);
Wait(70);
Wait(70);
Wait(70);
Wait(70);
Wait(70);
Wait(70);
Wait(70);
Wait(70);
Display Text Message(Always Display, "This message will never show up, proof that the trigger isn't running.. why the hell won't it run?");
Set Doodad State("Player 12", "Terran Wraith", "Anti-Map Hack", disabled);
Center View("Anti-Map Hack");
Wait(70);
Remove Unit At Location("Player 12", "Terran Wraith", All, "Anti-Map Hack");
Display Text Message(Always Display, "This message will never show up, proof that the trigger isn't running.. why the hell won't it run?");
Display Text Message(Always Display, "Anti map hack");
Comment("Anti map hack");
Why the hell isn't it running????
ADDITION:
T_T HEEEEEEEEEELp
Just to let you know, inhale counters disabled units, meaning they will block them out so you won't crash.
Elapsed time is at least 15 ingame seconds?
That's alot of waits.
QUOTE(DoomGaze @ Mar 26 2006, 06:09 PM)
Elapsed time is at least 15 ingame seconds?
[right][snapback]453791[/snapback][/right]
So it should run within 15 seconds.. but it doesn't..
QUOTE(DoomGaze @ Mar 26 2006, 06:09 PM)
That's alot of waits.
[right][snapback]453791[/snapback][/right]
I can't just use one big wait since I am using hyper triggers
You can't really use waits at all if you use hyper triggers.
Why not? I use them like that on another map, and it runs fine, and accurately and stuff.. It's a map called BattleCraft Blitz I made I use the waits so people don't end up buying a unit 12 times per second and the waits work for the that
Anyways.. I tried removing the waits.. it didn't make a differance
ADDITION:
Okay since this trigger obviously just sucks balls, can someone please post a good anti map hack trigger that works?
READ THIS!
Depending on which map editor you are using will slightly alter the format of your triggers.
In Starforge, the trigger for text is this;
DisplayText("Hello", 4);
Don't ask why! But you ALWAYS have to add the ",4". There is no other alternative way, so thats as complicated as it gets.
I hope that was of help to you.
I copy and pasted it out of SCMDraft2 trigger editer.. that is the format of the editer I use.. all my other messages in it are that format and they show up
QUOTE(Azu @ Mar 26 2006, 10:45 PM)
I copy and pasted it out of SCMDraft2 trigger editer.. that is the format of the editer I use.. all my other messages in it are that format and they show up
[right][snapback]453959[/snapback][/right]
it would be easier for you to make the message in classic trig edit on scmdraft2
I did. Then I opened scmdraft2 non classic trig edit to copy and paste the trigger and post it here. There isn't a problem with the display message, the problem is that the condition isn't being met. Why isn't it being met? :S
maybe you gotta put in the ingame countdown timer?or maybe you've worded the triggers wrong...don't really use sf for triggers though.
you have to show that trigger to all 8 players without a comp?maybe a way to control the hyper trigger for one player for it to work.
Ah screw triggers. I took someone's suggestion and put a protoss marker somewhere and make screen centered on it, works like a charm. Thanks everyone for all of your help and support, problem solved
