Well i forgot how to do i easy trigger correctly.So my question is how to do a make a blocker stay until the other bound finshes compelty i do have hypers aswell.
Blocker? A movable unit or stationary object?
If it's the former, have a location in an unwalkable terrain and constantly mover the "blocker" there, and with a Switch/DC Condition for the same trigger that changes state when a bound ends.Trigger |
Description: |
Block Trigger 1 |
|
Conditions: |
¤ Current player has suffered exactly 1 deaths of "Obs Level" |
Actions: |
¤ Preserve trigger
|
¤ Move all "Blocker" owned by Player X at location "Bound 1" to location "Unwalkable" |
Trigger |
Description: |
Blocker Trigger 2 |
|
Conditions: |
¤ Current player has suffered at exactly 2 deaths of "Obs Level" |
Actions: |
¤ Preserve trigger
|
¤ Move all "Blocker" owned by Player X at location "Bound 1" to location "Bound 2"
|
¤ Move all "Blocker" owned by Player X at location "Bound 2" to location "Unwalkable" |
I'm guess that "blocker" means the thing that blocks you from advancing to the next level until everyone finishes a level. But then again, he could have explained it clearly so we don't have to guess.
Well if I havent made since which I might know why I type to fast and it gets hard to understand.So My question is how to make a trigger like the one in monoply bound where there is a hidden bocker for a certain time meaning until the other bound is done comeplty.So if someone knows this help and PcFredz has somehwat of the I mean.
You need to explain it clearly for people who haven't played Monopoly bound. Typing fast shouldn't equal typing meaninglessly, and in your case -- asking for help -- you definitely should type slower.
I have no Idea what you are talking about.
But, you might be referring to using Dark Templars as a block that you cannot see. Just keep 'em there until you are done and then remove when needed.
...unless that's not what you are talking about. I've never played monopoly bound.
Add in the trigger for the next obstacle at the same time as the second explosion to remove some pre-placed dark templars. The first explosion will fire, then the block will occur, then the second will fire with the dts being removed.
QUOTE(fritfrat(U) @ Jan 23 2007, 06:40 PM)
Add in the trigger for the next obstacle at the same time as the second explosion to remove some pre-placed dark templars. The first explosion will fire, then the block will occur, then the second will fire with the dts being removed.
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Ok this is what I need,now two questions can I use supply depots for this and can you explain in trigger form please.
Please speak english on the forums. Just in case for you.
Indonesian! Coba berbicara dalam bahasa Inggris atas forum. Saja kalaupun bagi anda.
Spannish! Hable por favor inglés en los foros. Apenas en caso de que para usted.
What do you mean by the way, please explain in more detail what you want from us.
QUOTE(S)T-Twitch6000 @ Jan 24 2007, 12:04 AM)
Ok this is what I need now two wuestions can i use supplt depots for this and can you explain in trigger form please.
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I'm pretty sure that you can use Supply Deptos as long as they fit in the terrain.
QUOTE(S)T-Twitch6000 @ Jan 24 2007, 01:04 AM)
Ok this is what I need now two wuestions can i use supplt depots for this and can you explain in trigger form please.
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premkae teh supe4k dpeots, an den getcho slef a trgga dat seZ whin joo brang deez uinst heah, den rmeove dem uijwnts dere.