Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: help with trigger
help with trigger
Sep 20 2007, 8:56 am
By: Fenix~  

Sep 20 2007, 8:56 am Fenix~ Post #1



when i put the guy (mana spender) on the beacon (fireball beacon) i want an overlord (fireball) to be summoned next to the mage (wizzard) at this point, 4 overlords will appear and die (im using hypertriggers) then the overlord its self (the fireball) will die after 3 seconds


heres what i got so far but when i put the guy on the beacon for casting fireball it just makes an overlord and it never dies and other overlords never spawn+die around it

cond:

-current player brgs at least 1 mana spender to 'fireball beacon'

act:

create 4 zerg overlord at "fireball (active)" for current player
kill all zerg overlord for current player at 'fireball active'
-preserve trig

cond:

current player brgs exactly 1 mana spender to 'fireball beacon'

act:

move all mana spender for current player at 'fireball beacon' to 'spawn'
create 8 zerg overlord for current player at 'red hero'
create 1 fireball at 'red hero' for current player
center location labeled 'fireball active' on fireball owned by current player at 'red hero'
preserve trigger

cond:

always

act:

center location labeled 'red hero' on wizzard owned by current player
center location labeled 'fireball active' on fireball owned by current player at 'anywhere'
preserve trigger



None.

Sep 20 2007, 9:05 am Doodan Post #2



If I were you, I'd use switches. I'm sure some here could recommend a better method using death counters, but I was never too familiar with death counters, so I'll just explain what I'd do with switches.

When the mana spender is brought to the beacon location, you should set a switch (call it Overlord killer), and then create the 4 overlords. (preserve trigger)

Make a new trigger. It's condition is that the "Overlord Killer" switch is set. It's action is that all overlords in the hero's area are to be killed. Once the mana spender is back to his original location, then you can turn the switch off, if you want (and preserve trigger). Are the 8 overlords created with the 'fireball' supposed to die?



None.

Sep 20 2007, 10:44 am Fenix~ Post #3



heres the map if someone can edit for me so i can see how its done


pretty much when you use the DT in the middle of the map on the 'fireball casting' beacon i want it to make a hero overlord for me, for 5 seconds and around that overlord i want rapidly exploding normal overlords and when the 5 seconds is up i want the 'fireball' (hero overlord) to die

Attachments:
testmap.scx
Hits: 2 Size: 31.99kb



None.

Sep 20 2007, 11:15 am Moogle Post #4

Predator of Bed Chambers

[Condition]
- Current Player brings at least 1 unit to location.
- Current Player has suffered exactly 0 deaths of Rhynadon.
[Action]
- Modify death counts for Current Player: Set to 1 for Rhynadon.
- Modify death counts for Current Player: Set to 60 for Bengalaas. (Timer)
- Move 1 Unit for Current Player at Location X to Location Y.
- Create 1 Hero Overlord at Location for Current Player.
- Preserve Trigger.

[Condition]
- Current Player has suffered exactly 1 deaths of Rhynadon.
- Current Player has suffered at least 60 deaths of Bengalaas. (Timer)
[Action]
- Create 6 Overlords at Location for Current Player.
- Kill all Overlords for Current Player.
- Preserve Trigger.

[Condition]
- Always
[Action]
- Modify death counts for Current Player: subtract to 1 for Bengalaas.
- Preserve Trigger.

[Condition]
- Current Player has suffered exactly 1 deaths of Rhynadon.
- Current Player has suffered at least 0 deaths of Bengalaas. (Timer)
[Action]
- Create 1 Fireball at Location for Current Player.
- Modify death counts for Current Player: Set to 0 for Rhynadon.
- Preserve Trigger.

Pretty much the trigger.. Kinda tired not 100% sure. =/

Post has been edited 1 time(s), last time on Sep 20 2007, 11:20 am by Moogle.



If all else fails, crowbar the fucker

Sep 20 2007, 11:21 am Hugel Post #5



Fixed your map for ya. It uses death counters. Are you familiar with them? They are very handy, if you need an explanation of how they work just send me a message and I can help ya some more.



None.

Sep 20 2007, 12:14 pm Fenix~ Post #6



yea that looks pretty good, but i have never done death counters before O_O so i really have no idea how they work

also when the hero overlord 'fireball' is made i want to be able to move it around with the other norm overlords exploding around it, not have it stick to the wizard



None.

Sep 21 2007, 1:56 am Fenix~ Post #7



ok i redid it all with switchs, i understand thoes more then death counters, i got the fireball working the way i want it to now.

i have another question though, for the map i want it to be able to cost gas to do certain spells, and for every 10 seconds that pass i want the game to add 10 gas for everyone, how would i do that?

also if anyone wants to help me test this map more pls /f add Fe[n]ix and we can talk in channel or something



None.

Sep 21 2007, 2:21 am who Post #8



use a death counter timer like the one shown before, or a wait timer. a constant wait timer will cause wait blocks though.
at hypertrigger speed, triggers fire about 11 times per second, so a five second timer would have the death count set to 55



None.

Sep 21 2007, 11:21 pm Fenix~ Post #9



Ok here is my new map, i got the fireball working good and i added another spell but there is a problem.

the spells work for player 1 and 2 but if i play as 3 4 or 5 the fireball or lightning NEVER work

can anyone fix this ??

Attachments:
bagtest222.scx
Hits: 2 Size: 41.69kb



None.

Sep 21 2007, 11:49 pm who Post #10



hope you don't mind, i changed it so the beacons are cloaked, better pathing that way...
you'll have to wait for sweeps to end before they become invisible

Attachments:
bagtest222.scx
Hits: 2 Size: 41.99kb



None.

Sep 22 2007, 12:32 am Fenix~ Post #11



yeah i kinda like, but do you know how to fix the spells for player 3 4 and 5 ? they only seem to work for player 1 and 2



None.

Sep 22 2007, 2:38 am Hugel Post #12



The first I noticed about your new map...

Your giant locations you have that cover the entire map, they are too large and not needed.
Every single map that you make, has a location called Anywhere, this location IS the size of the map.
You should think about making the player location much smaller, about 15x15 at the largest.
You use the center location trigger, and it will do what you need it to.



None.

Sep 22 2007, 5:40 am Fenix~ Post #13



ok, i removed the huge locations that covered the whole maps and changed the triggers to 'anywhere' but the spells still wont work for players 3 4 & 5 , can anyone help with this ?_?


btw here is the most recent map ~

Attachments:
bagtest333.scx
Hits: 2 Size: 43.7kb



None.

Sep 22 2007, 1:15 pm who Post #14



for teal, you put some of the switches wrong, like setting p1's fireball, and clearing the same switch twice. i fixed them, but it still didn't work. it seems that after it displays the text, it doesn't execute the rest of the trigger. i even put a displaytext there to make sure.

basically, you should check your triggers to make sure they're they're the same as the P1 triggers.



None.

Sep 22 2007, 3:27 pm Fenix~ Post #15



yea there seems to be some kind of problem for teal purple and orange

for lightning and fireball it does all the triggers up untill 'wait 1500 milliseconds' if you remove the 'wait' then it works fine why is that ? is there anyway i can make it work and keep the wait in ?



None.

Sep 22 2007, 3:42 pm NudeRaider Post #16

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Fenix~
yea there seems to be some kind of problem for teal purple and orange

for lightning and fireball it does all the triggers up untill 'wait 1500 milliseconds' if you remove the 'wait' then it works fine why is that ? is there anyway i can make it work and keep the wait in ?

I did not check the triggers, but here's some info:

General rule: Dont use waits. Waits mean trouble. Its not only wait blocks, but it makes the other triggers run again, which is quite uncontrolled because it throws off timing and trigger order of the rest.

Try not to use waits at all. Use death counters instead.

You can also try physical timers, like
- set a unit killing another and fire the trigger when the unit is dead, or
- burning terran buildings (hp < 35%) work well, or
- a unit walking from A to B.

If you need timers running splits of 1,5s total you should use hypertriggers.




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