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11-28-2005, 02:27 PM
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#1 (permalink)
| BattleForums Junior Member
Join Date: Nov 2005 Age: 58 Posts: 35
| Need help on a few things Well I'm having some difficulties with some triggers here they are:
Players: Force 1(Players 1, 2, and 3.)
Conditions:
-Player 3 accumlates at least 500 minerals
-Player 2 brings at least 1 "Engineer" to Cannon Beacon
Actions:
-Kill all Collector for Player 3 at "mineral area"
-Kill all buildings for Player 3 at "mineral area"
-Remove 1 Engineer for Player 2 at Cannon Beacon.
-Create 1 Overlord at "overlord spawn" for Player 1.
Ok that is what I set as the triggers but what ends up happening is I get about 3 overlords. I don't understand why that happens so could you guys please help me out with that. Anyway on to my next problem... lol.
Players: Player 1
Conditions:
-Player 1 brings at least one "overlord" to "target 1"
Actions:
-Create 1 observer at "cannon explosion" for Player 1.
-Wait for 100 milliseconds.
-Kill 1 observer for Player 1 at "cannon explosion". (this is to make it look like the ion cannon is actually shooting)
-Create 5 observers at "area of affect 1" for Player 1. (once again for explosions)
-Move 1 overlord for Player 1 at "target 1" to "overlord spawn"
-Wait 100 milliseconds.
-Kill all any unit for All Players at "area of effect 1".
Ok what seems to happen with that the 5 created observers dont get destroyed and also the overlord ocassionaly doesnt get transported to overlord spawn. Also the 5 observers appear ages after the lord has gotten to the beacon.
Also I was wondering how I make a gate close when a certain building dies.
Oh yes and 1 more thing the computers that I send into my base I use the order trigger and yes I make them attack not move there but they dont seem to attack unless they are actually attacked first. I was just wondering how I could make them attack move basicaly.
Ok well any help with these problems would be greatly appreciated thank you in advance.
-OhManTfe
__________________ Protoss rule Zerg drool and Terran fall in the spawning pool.
Last edited by OhManTfe; 11-28-2005 at 02:39 PM.
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11-28-2005, 08:40 PM
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#2 (permalink)
| BattleForums Member
Join Date: Jun 2005 Location: New England Age: 18 Posts: 373
| Quote: |
Ok that is what I set as the triggers but what ends up happening is I get about 3 overlords. I don't understand why that happens so could you guys please help me out with that. Anyway on to my next problem... lol.
| The trigger is owned by Force 1. The trigger will run for every player in that force. If you have three people in the force, you'll get three Overlords because the trigger will create one Overlord when the trigger runs for each player. Make each player own that rtigger individually. Forces and All Player trigger tend to result in those kinds of issues. Quote: |
Also I was wondering how I make a gate close when a certain building dies.
| Condition, zero [building] at location "?"; Action, set doodad state for [door] to disable (might be enable, I don't quite remember). Quote: |
Ok what seems to happen with that the 5 created observers dont get destroyed and also the overlord ocassionaly doesnt get transported to overlord spawn.
| The location may be too small. If too many units are being created, they may be created outside of the location. Quote: |
Also the 5 observers appear ages after the lord has gotten to the beacon.
| Do you have Hyper Triggers for that player? That could cause some waits to overlap. Also, if you have other triggers with waits, those are likely to stack up causing the wait to last much longer.
__________________ CHARIXARD, I R CH00Z J00!!1111111111 |
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11-28-2005, 09:15 PM
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#3 (permalink)
| BattleForums Senior Member
Join Date: May 2003 Age: 19 Posts: 4,494
| Quote: |
Originally Posted by OhManTfe Oh yes and 1 more thing the computers that I send into my base I use the order trigger and yes I make them attack not move there but they dont seem to attack unless they are actually attacked first. I was just wondering how I could make them attack move basicaly. | Make sure their alliance status is set to enemy. |
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11-29-2005, 03:52 AM
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#4 (permalink)
| BattleForums Junior Member
Join Date: Nov 2005 Age: 58 Posts: 35
| Yes the alliance status is set to enemy but they just walk past each other... They'll only attack unless they're attacked by something first. Well what I exactly did was:
Players: Player 8
Conditions:
-Player 1 commands at least 1 Spawner.
Actions:
-Create 5 Marines at Yellow Spawn 5(location) for Player 8.
-Wait 100 milliseconds
-Issue order to all any unit owned by player 8 at Yellow Spawn 5: Attack to Enemy Gate(location).
Well what I think happens is that they will only attack units in that location and no where else. Unless of course somebody fires upon them.
Thanks for the help with everything else though.
Oh yeh and what the hell is a hyper trigger lol.
And also I was just wondering how to make it so that when a Terran building lifts up it is automatically destroyed?
Oh and I came across another problem today I had some units burrowed (controlled by a computer) and as soon as the game starts they unburrow. How do I stop that?
__________________ Protoss rule Zerg drool and Terran fall in the spawning pool.
Last edited by OhManTfe; 11-29-2005 at 04:16 AM.
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11-29-2005, 04:04 AM
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#5 (permalink)
| BattleForums Junior Member
Join Date: Nov 2005 Age: 58 Posts: 35
| I thought I may aswell put my map on here considering theres so many problems lol feel free to have a look.
__________________ Protoss rule Zerg drool and Terran fall in the spawning pool. |
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11-29-2005, 11:39 AM
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#6 (permalink)
| BattleForums Member
Join Date: Jun 2005 Location: New England Age: 18 Posts: 373
| Quote: |
Well what I think happens is that they will only attack units in that location and no where else. Unless of course somebody fires upon them.
| That is correct. I failed to remember it and therefore didn't mention it, but is likely to be the cause of your problem. Quote: |
And also I was just wondering how to make it so that when a Terran building lifts up it is automatically destroyed?
| Have a location that is unchecked for the ground heights, and then have a trigger destroy buildings in that location. Have it over a building, or over a large area of buildings. Quote: |
Oh and I came across another problem today I had some units burrowed (controlled by a computer) and as soon as the game starts they unburrow. How do I stop that?
| What units? Perhaps you didn't give the computer the burrow ability. Some units will unburrow automatically to run around and possibly come back. It's like computer controlled Observers, they always roam around. Quote: |
Oh yeh and what the hell is a hyper trigger lol.
| Hyper Triggers.
__________________ CHARIXARD, I R CH00Z J00!!1111111111 |
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11-29-2005, 12:12 PM
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#7 (permalink)
| BattleForums Junior Member
Join Date: Nov 2005 Age: 58 Posts: 35
| OK thanks for that Lord of Nukes now all I'm having trouble with is my first one.
Well what I think happens is that they will only attack units in that location and no where else. Unless of course somebody fires upon them.
Now that we know that that is the problem how do I fix it?
__________________ Protoss rule Zerg drool and Terran fall in the spawning pool. |
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11-29-2005, 12:54 PM
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#8 (permalink)
| BattleForums Junior Member
Join Date: Nov 2005 Age: 58 Posts: 35
| Ok I just did all that and that hyper trigger thing didn't work for me I don't know if I did it right or not I made it
Players: Player 1 (the one that spawns the observers)
Conditions: Always
Actions:
Wait 0, wait 0, etc preserve trigger.
__________________ Protoss rule Zerg drool and Terran fall in the spawning pool. |
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11-29-2005, 08:05 PM
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#9 (permalink)
| BattleForums Member
Join Date: Jun 2005 Location: New England Age: 18 Posts: 373
| A player that has no waits in their triggers must be the one to own the Hyper Triggers. Quote: |
Well what I think happens is that they will only attack units in that location and no where else. Unless of course somebody fires upon them.
| You can use Patrol. Then when they reach the location you want them to be in, tell them to attack to that location.
__________________ CHARIXARD, I R CH00Z J00!!1111111111 |
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11-30-2005, 12:44 AM
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#10 (permalink)
| BattleForums Junior Member
Join Date: Nov 2005 Age: 58 Posts: 35
| Yep patrol works just fine but the hyper trigger STILL isnt working. I used Player 6 (Neutral) because he had no waits in hsi triggers but it still isn't working.Thanks for the help so far.
__________________ Protoss rule Zerg drool and Terran fall in the spawning pool.
Last edited by OhManTfe; 11-30-2005 at 01:02 AM.
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11-30-2005, 03:06 AM
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#11 (permalink)
| BattleForums Member
Join Date: Jun 2005 Location: New England Age: 18 Posts: 373
| How many waits in each Hyper Trigger, and how many Hyper Triggers in total?
It's difficult to tell what may be preventing the Hyper Triggers from doing what you want. Try making a test trigger that gives you one mineral and preservs the trigger. If it goes up quickly, then the Hyper Trigger is working fine and the issue is waits stacking up. If the minerals go up slowly, then the Hyper Triggers aren't running. That's just to help us figure out what may be causing your triggers problems. Once we get a result, you can delete the mineral trigger.
__________________ CHARIXARD, I R CH00Z J00!!1111111111 |
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11-30-2005, 07:19 AM
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#12 (permalink)
| BattleForums Junior Member
Join Date: Nov 2005 Age: 58 Posts: 35
| Quote: |
Originally Posted by Lord of Nukes How many waits in each Hyper Trigger, and how many Hyper Triggers in total?
It's difficult to tell what may be preventing the Hyper Triggers from doing what you want. Try making a test trigger that gives you one mineral and preservs the trigger. If it goes up quickly, then the Hyper Trigger is working fine and the issue is waits stacking up. If the minerals go up slowly, then the Hyper Triggers aren't running. That's just to help us figure out what may be causing your triggers problems. Once we get a result, you can delete the mineral trigger. | Ok I have 63 waits and one preserve trigger in my hyper triggers and I have 3 in total. I did that mineral thing and they go up really fast so I'mguessing the issue is waits stacking up. So now how do I fix my problem? Oh yeh I've attached my map so you can have a look if you want.
__________________ Protoss rule Zerg drool and Terran fall in the spawning pool. |
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12-01-2005, 12:01 AM
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#13 (permalink)
| BattleForums Member
Join Date: May 2003 Age: 19 Posts: 457
| No one ever NEEDS hyper triggers.. it just makes it run smoother, especially for bounds.
OhMan, first off, comment your triggers, lol.. way too hard for me to comprehend everything that's happening when I look at it.
Secondly, to fix your problem, just put the trigger at the top of the trigger order list using "Move Up." Every time a wait is executed, it double checks that all triggers before it have their conditions met; if they do, all those other triggers are run before the wait is completed. If you put it at the top, it won't have that problem. The waits are short enough that it won't mess up any other triggers, either. |
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12-01-2005, 03:36 AM
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#14 (permalink)
| BattleForums Junior Member
Join Date: Nov 2005 Age: 58 Posts: 35
| Okey dokey thanks alot for that fritfrat. Well I find commenting triggers a waste of time and it makes it harder for me to find my triggers lol.
__________________ Protoss rule Zerg drool and Terran fall in the spawning pool. |
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12-01-2005, 03:37 AM
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#15 (permalink)
| BattleForums Member
Join Date: Jun 2005 Location: New England Age: 18 Posts: 373
| All right. Can you tell me exactly the trigger I need to look at? Like how far down the trigger list it is and for what player(s)? Once I can narrow down the search, I'll go through the map and try to see where waits may be stacking. If you get desperately screwed up with waits stacking, you can use a death count timer for waits, but we'll see what where the waits are stacking first. Multiple triggers with waits belonging to the same player must be occuring.
Edit: You posted before I did,  . I'll just update my post quickly.
Edit: Done.
__________________ CHARIXARD, I R CH00Z J00!!1111111111 |
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12-05-2005, 02:12 AM
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#16 (permalink)
| BattleForums Junior Member
Join Date: Nov 2005 Age: 58 Posts: 35
| Well this version that I have just attached the triggers are the first 3 for Player 1.
__________________ Protoss rule Zerg drool and Terran fall in the spawning pool. |
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12-05-2005, 08:19 PM
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#17 (permalink)
| BattleForums Member
Join Date: Jun 2005 Location: New England Age: 18 Posts: 373
| I'll have a look tonight and try to figure out what is causing you problems with the waits.
EDIT:
I apologize for not yet figuring out the problem in your map. I have been bogged down with a lot of schoolwork I must complete and have had little spare time. I will try to help you as soon as I am capable of doing so.
__________________ CHARIXARD, I R CH00Z J00!!1111111111
Last edited by Lord of Nukes; 12-07-2005 at 03:46 AM.
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12-09-2005, 11:31 PM
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#18 (permalink)
| BattleForums Newbie
Join Date: Dec 2005 Posts: 6
| hey in starcraft X-tra editor, how do make a human player and computer player in different forces alli? |
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12-10-2005, 01:58 AM
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#19 (permalink)
| BattleForums Member
Join Date: Jun 2005 Location: New England Age: 18 Posts: 373
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__________________ CHARIXARD, I R CH00Z J00!!1111111111 |
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12-10-2005, 09:51 PM
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#20 (permalink)
| BattleForums Newbie
Join Date: Dec 2005 Posts: 6
| I cant because it says that u canott put human and computer player in the same force. can some1 who is a really good map maker help me? i wanna know wat they do in other rpgs that make the town and the heros alli plz help!! |
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