Staredit Network

Staredit Network -> UMS Assistance -> Bound Making Help
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 15:44:59
Im new to map making
and this is my first
im trying a bound, i love bounds
anyways im just trying to figure out how to work triggers
can anyone help me with these to

Sucking In Obstacle
CODE

Players: 8 (computer)
Conditions: Always.
Actions: Create 1 Protoss Archon at 'Small' for Current Player.
Kill all any unit for All players at 'Small'.
Issue order to all men owned by All players at 'Big': Move to 'Small'.
Preserver Trigger.

My Problem: The archon comes and goes really quick and then in like 3 more seconds it does it again... it should never stop
help?

Die On Contact i have some locations on an obstacle, where if you move on it you will die instantly so i used this, but it doesn't work.
CODE

Players: All Players
Conditions: Always.
Actions: Kill all Zerg Zergling for Any Players at '1ob1'.
Kill all Zerg Zergling for Any Players at '2ob1'.
Kill all Zerg Zergling for Any Players at '3ob1'.
Kill all Zerg Zergling for Any Players at '4ob1'.
Kill all Zerg Zergling for Any Players at '5ob1'.
Kill all Zerg Zergling for Any Players at '6ob1'.
Kill all Zerg Zergling for Any Players at '7ob1'.
Kill all Zerg Zergling for Any Players at '8ob1'.
Kill all Zerg Zergling for Any Players at '9ob1'.
Kill all Zerg Zergling for Any Players at '10ob1'.
Kill all Zerg Zergling for Any Players at '11ob1'.


and i have tried to replace "Zerg Zergling" with all units
nothing works!!
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-25 at 15:46:30
1) Make sure you use a hyper trigger.

2) Make a location around the player's zergling (or whatever) and make it so if an enemy thing comes in contact with it the zergling dies.
Report, edit, etc...Posted by AshaMeD on 2006-05-25 at 15:51:38
That location 1 dosn't work 2 well but... Those triggers look good..... hrrm make sure you make them at the same locations >_<

and use hyper triggers.. this is a trigger probly for a computer player with no triggers this looks like this

-Aways

-Comment Hyper
-Preserve trigger
-wait 0
-wait 0
-Continue untell you can't make any more waits
-copy that trigger about 8-12 times!

There you go

Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 15:55:26
oo
so for that hyper trigger part
do i put it for the computer with the sucking ob trigger already set
for like a plyer 9?
Report, edit, etc...Posted by AshaMeD on 2006-05-25 at 15:56:36
put it where every you want... just make sure no triggers are below it...
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 16:05:41
and as far as the other one goes

i cant but a unit to die on it becuase its a trick

its like a path but there is 2 different terrain that look verrrrry similar
you have to stay on the 1 terrain or you die..
if there were dying units you would no exactly where to go
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-25 at 16:14:04
Use burrowed units.

ADD: Of, you didn't preserve trigger. That's why it doesn't work.
Report, edit, etc...Posted by KaboomHahahein on 2006-05-25 at 16:16:59
For the hypper triggers give it to a computer player that has no waits. Don't give it to player 9.

Also, for your terrain - death obstable, an easier way to do it is to have two tiles of different elevation hights. So you make one big location covering the whole path. Double click the location and check only the elevation of the tile. This is probably very confusing right now but just experiment with the location elevation box. So then you can just make a trigger the is If you bring a unit to the location you die. You will not die on the proper path because the elevation is lower or higher than the location.
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 16:22:09
sucking trap works beautifully
ill try preserving my other trigger now
thnx for hlp everyone
Report, edit, etc...Posted by AshaMeD on 2006-05-25 at 16:33:37
lol you don't keep making the hyper triggers you have that set and it works for the rest of the map!!
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 16:51:07
sick i got both to work

now does anybody have a trigger for when someone finishes the obstacle
it kills all of the bounders
and moves them to the next one
and disables the completed bound

help greatly appreciated
Report, edit, etc...Posted by AshaMeD on 2006-05-25 at 16:58:46
Well since your new use switches.. for each Ob... Switch 1= op 1 switch 2= op2 so when they finish 1 clear switch 1 and set switch 2...
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 17:01:48
im sorry i have no idea what switches are you could you explain in a bit more detail for the learning impared
Report, edit, etc...Posted by Mp)7-7 on 2006-05-25 at 17:02:05
Did you try kill all zerglins owned by current player and have all the players checked off at file. Or you could have Kill all zergling owned by player 1, player 2, player 3, 4, 5, 6, etc.
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 17:06:20
yeah i know how to dispose of the bounders/lings

but i do not know how to immediatly recreate them at the next obstacle and disable the first one
even if i could figure out the whole disabling part
i could make a path at the end for them to walk to next obstacle wink.gif
Report, edit, etc...Posted by HolySin on 2006-05-25 at 17:14:56

Trigger
Description:
Next Obstacle
Players:
¤ Force 1
Conditions:
¤ Bring(Force1, AtLeast, 1, AnyUnit, Location);
Actions:
¤ SetSwitch(Switch 1, Clear);
¤ SetSwitch(Switch 2, Set);

That is the trigger for clearing an obstacle. Make sure that all your obstacles have the condition of a switch or have it so that an obstacle starts when Force 1 obtains a certain amount of a certain resource. Also, remember to use hypertriggers. Create about ten of them for a computer player. This computer player should have no other triggers.
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 20:17:37
how do i set my obstacles to a switch?
Report, edit, etc...Posted by HolySin on 2006-05-25 at 20:35:35

Trigger
Description:
Start An Obstacle With A Switch
Players:
¤ Force 1
Conditions:
¤ Bring(Force1,AtLeast,1,AnyUnit,Location);
Actions:
¤ SetSwitch(Switch,Set);

Simple, isn't it? Rather than having the condition be "Always();", simply switch it with a "Switch(Switch, Set);".
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 21:21:47
alright ill try it but what do i put for location?
Report, edit, etc...Posted by HolySin on 2006-05-25 at 22:36:08
Whatever location you choose? The "revive" location for the next obstacle? It's your choice.
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 23:04:33
i cant get it to work
could u go on brood war
dl and fix please?
Report, edit, etc...Posted by HolySin on 2006-05-25 at 23:05:21
No.
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-25 at 23:11:30
y?


well could anybody?

well i gtg to sleep now
i got a funeral early t'morrw
uncle died.. closedeyes.gif
so ill be back around 1:00 or so EST
tommorw
if anyone wants to be kind and help me smile.gif!
helpsmilie.gif
Report, edit, etc...Posted by HolySin on 2006-05-25 at 23:32:15
Fine, here's a step by step tutorial.
1. Make a new map and add terrain, locations, and starting points. (Use this step to refer to locations I use in further steps and pictures.
[attachmentid=19029]
2. Open trigger editor and make your obstacle.
[attachmentid=19030]
3. Make another obstacle.
[attachmentid=19031]
4. Make a hypertrigger (Wait(0);×62, PreserveTrigger();, Commen("Hypertrigger")wink.gif
[attachmentid=19032]
5. Duplicate the hypertrigger about 10 times.
[attachmentid=19034]
6. Make your zerglings appear, set switch 1, and set the score. (Leaderboard is simply the score in the top left corner of the screen during gameplay)
[attachmentid=19035]
7. Make the revive trigger for Level 1.
[attachmentid=19037]
8. Make the revive trigger for Level 2.
[attachmentid=19038]
9. Add a trigger which stops the previous level and starts the next one.
[attachmentid=19039]
10. Add a trigger which stops the previous level and makes you victorious.
[attachmentid=19040]
If those were not enough, here is the map for you to observe.
[attachmentid=19042]
Report, edit, etc...Posted by FRoZeN-FiRe on 2006-05-26 at 13:53:55
o man,
my fault

i should have first noted that i was using SCXE
that is why i wasn't understanding your instructions
if anyone knows how to do this in SCXE speak up please

i will look at this tut now
i mya be able to figure it out from this
thanks for your effort!


EDIT: one more thing
when i click on maps that people put under attachments
all i get is a ginormous page of codes and euro letters
and symbols

does anybody know why?
and what should come up?
Next Page (1)