Okay, I've had it with SCMDraft and Starforge. I honestly can't get this trigger to work to make an infested terran that is burrowed. Not only that, but the property of burrow seems to change decimal places all the time, making it practically impossible to find the right number. In Classic Trigedit, it still doesn't make them. I tried pre placing them, and making them burrowed and invincible, but no dice in SCMDraft 2. I can't quite use Xtra Editor as there are some things that are deleted at the start.
QUOTE(rockz @ Aug 14 2006, 10:16 PM)
Okay, I've had it with SCMDraft and Starforge. I honestly can't get this trigger to work to make an infested terran that is burrowed. Not only that, but the property of burrow seems to change decimal places all the time, making it practically impossible to find the right number. In Classic Trigedit, it still doesn't make them. I tried pre placing them, and making them burrowed and invincible, but no dice in SCMDraft 2. I can't quite use Xtra Editor as there are some things that are deleted at the start.
[right][snapback]545114[/snapback][/right]
Make the trigger in the normal editor or one that can make unit properties and just copy the trigger thats what I do
Classic Trigedit's CUWP editor works perfectly for me. Make sure that the burrow ability is researched too. What do you mean it is changing decimal places?
I don't think it's a trigger problem, check to see if the tech burrowed for the player is enabled, and try this:
Trigger |
Description: |
TRY THIS |
|
Players: |
¤ player??? |
Conditions: |
¤ CONDITIONS |
Actions: |
¤ Create unit with props("Zerg infes terran", with props, @ far away (unseeable))
|
¤ move unit(last location -> location where desired to be created |
The Infes terran will be created and moved to desired location, cause when it's created with prop burrowed then in does the action of "burrowing", so if you create it "burrowed" then move it to another loc then it will appear to be burrowed, i believe.
silly muffins.
you gotta make sure that burrow is researched for the player
Classic Trigedit's cuwp editor sometimes screws up the first time you make the trigger, changing the numbers to random numbers and check boxes. I've never had this happen to me on a second edit, though.
If that doesn't work, just make a trigger in xtra, save it, and load it in SF.
I probably should have mentioned that it is for Player 6, and yes p6 has burrow researched. I'll try making the ITs in a corner somewhere and just moving them to the area.
The reason I'm so confused is that I opened a map that I know works with burrowed units, but the triggers say Create 30 Zerglings with property 27, then the next one is with property 28, then 29, then 30, then 31.
Now then, what about uBeR@TiOn? I've never used the CUWP slot editor, but would it be possible to force them to be burrowed by clicking "valid" then "burrowed"?
Let's say you are using SCMDraft2 TrigEdit. First you switch to CUWP Slots Editor:
Next you select which properties are valid by removing the ";" before them:
Last you type in what properties you want.
For the trigger you go to TrigEdit and you type in:
Create Unit with Properties("Players", "Unit Name", Unit Amount(#), "Location",
CUWP Slot(#));
What number you type in should correspond with which slot you edited + 1. So if you edited slot 0 in SCMDraft2 TrigEdit you type in "1".
So then, these CUWP slots are actually editable, not just basic things already made. I was somewhat under the impression that the properties might simply be based in hex, or somthing, with 1 as burrow, 2 as cloaked, 4 as in-transit, and any combination would be unique.
Fixed n works. I decided to make the units in a secluded area, give them to p12, then move them back and give them back to p6.