Example:
Player 1
Bring Terran Civilian
> (
player 2 or
location 10) at location 1
Then...switch 1 is set
and
Player 1
Bring Terran Civilian
= (
player 2 or
location 10) at location 1
Then...switch 2 is set
This my idea...can realease?
Post has been edited 1 time(s), last time on Sep 21 2007, 11:52 am by Obzio.
None.
I can't figure out what you're asking.
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it's about a Terran Civilian,but it's no matter!
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Bring Terran Civilian > (player 2 or location 10) at location 1
What does that mean? You treat Player 2 and Location 10 like boolean values.
Be as clear as possible.
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Unless I got stupider or I have no idea what your trying to say.
Player 2 Brings a civilian to location 1, then a switch is set? ... need to make yourself more clear.
If all else fails, crowbar the fucker
If you're asking if boolean comparisons can be done in starcraft, they can't. Unless you want a certain thing.
You can use other triggers to get around this sort of thing. Also, you can't have an "or" condition. At least I don't know about one. You just have to make two triggers.
Also: Try to speak English or something, you sound kinda stupid.
None.
Example:
Player 1
Bring Terran Civilian
> (
player 2 or
location 10) at location 1
Then...switch 1 is set
and
Player 1
Bring Terran Civilian
= (
player 2 or
location 10) at location 1
Then...switch 2 is set
This my idea...can realease?
Is this what you mean :
If player 1 has more civs at location 1 than player 2 has civs at location 10 then switch 1 is set
And
If player 1 has as much civs at location 1 than player 2 has civs at location 10 then switch 2 is set
If yes there are many ways to do it but we need more details to find the best way to do it
If it's not just tell us what you want textually, not using triggers
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Kill one for each continuing until someone still has civilians and the other doesn't.
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Wow, didn't you guys learn your algebra.
The terms at most or at least are inequalities.
at least is (
> or
= to) value of unit
at most is (
< or
= to) value of unit
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type mismatch in pseudocode?
the problem is that he cannot explain what it is he is trying to do.
If you have two values in deathcounts, you can easily compare them using binary countoffs.
If you are trying to do what I think you are trying to do, you need to compare the number of civilians at the location, either by removing them(and maybe replacing them) using binary countoffs and the bring at least x condition, or by using a duplicated trigger, with the bring exactly x condition, to get the number of civilians in each location into a death counter, so you can compare and manipulate the numbers.
Or you can just write a trigger for every possible combination with a small command line utility(here is one written in C (you will need a C compiler, gcc is fine and free) for the p1=p2 switch set, just modify the details like location, players, and max):
#include <stdio.h>
int main () {
int x = 0;
int MaxCiv = 20;
for(x=0; x <= MaxCiv; x++){
printf("\r\n\r\nTrigger(\"Player 1\"){\r\nConditions:\r\n\tBring(\"Player 1\", \"Terran Civilian\", \"Location 1\", Exactly, %i);\r\n\tBring(\"Player 2\", \"Terran Civilian\", \"Location 2\", Exactly, %i);\r\n\r\nActions:\r\n\tSet Switch(\"Switch 1\", set);\r\n\tPreserve Trigger();\r\n}\r\n\r\n//-----------------------------------------------------------------//", x, x);
}
return 0;
}
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It's quite simple what he is asking. Basically, there is no way to do what you want in a single trigger, you just have to remake triggers for each part, since SC doesn't have an OR condition, this is very annoying to do.
Post has been edited 1 time(s), last time on Sep 22 2007, 2:55 pm by Falkoner.
None.
If youwant it like this:
Number of P1 civilans in Location A >= Number of P2 civilans in Location B, you can do the following:
Move the civilans of P1 and P2 to one location and use the 'Command the most at' condition and move them back after the check.
Post has been edited 3 time(s), last time on Sep 22 2007, 1:41 pm by JaFF.
None.
An easier way is to give them each to a separate player, and the first one with no more units has less units, copy the giving trigger a few times so that it happens instantly, and then give them all back, the only problem is that whenever you do it you would lose whatever one is selected.
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the problem with those is you cannot use them with hypers, unless you use a death count delay
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the problem with those is you cannot use them with hypers, unless you use a death count delay
What methods are you tlking about? Mine and Falkoner's should work with hypers perfectly.
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I was about to ask the same thing, in fact, hyper triggers would make mine work even better.
None.
Or you can just write a trigger for every possible combination with a small command line utility(here is one written in C (you will need a C compiler, gcc is fine and free) for the p1=p2 switch set, just modify the details like location, players, and max):
#include <stdio.h>
int main () {
int x = 0;
int MaxCiv = 20;
for(x=0; x <= MaxCiv; x++){
printf("\r\n\r\nTrigger(\"Player 1\"){\r\nConditions:\r\n\tBring(\"Player 1\", \"Terran Civilian\", \"Location 1\", Exactly, %i);\r\n\tBring(\"Player 2\", \"Terran Civilian\", \"Location 2\", Exactly, %i);\r\n\r\nActions:\r\n\tSet Switch(\"Switch 1\", set);\r\n\tPreserve Trigger();\r\n}\r\n\r\n//-----------------------------------------------------------------//", x, x);
}
return 0;
}
I made a trigger duplicator in VB that can be used for that too.
None.
Or you can just write a trigger for every possible combination with a small command line utility(here is one written in C (you will need a C compiler, gcc is fine and free) for the p1=p2 switch set, just modify the details like location, players, and max):
#include <stdio.h>
int main () {
int x = 0;
int MaxCiv = 20;
for(x=0; x <= MaxCiv; x++){
printf("\r\n\r\nTrigger(\"Player 1\"){\r\nConditions:\r\n\tBring(\"Player 1\", \"Terran Civilian\", \"Location 1\", Exactly, %i);\r\n\tBring(\"Player 2\", \"Terran Civilian\", \"Location 2\", Exactly, %i);\r\n\r\nActions:\r\n\tSet Switch(\"Switch 1\", set);\r\n\tPreserve Trigger();\r\n}\r\n\r\n//-----------------------------------------------------------------//", x, x);
}
return 0;
}
I made a trigger duplicator in VB that can be used for that too.
5 bucks says mine runs faster
None.
Or you can just write a trigger for every possible combination with a small command line utility(here is one written in C (you will need a C compiler, gcc is fine and free) for the p1=p2 switch set, just modify the details like location, players, and max):
#include <stdio.h>
int main () {
int x = 0;
int MaxCiv = 20;
for(x=0; x <= MaxCiv; x++){
printf("\r\n\r\nTrigger(\"Player 1\"){\r\nConditions:\r\n\tBring(\"Player 1\", \"Terran Civilian\", \"Location 1\", Exactly, %i);\r\n\tBring(\"Player 2\", \"Terran Civilian\", \"Location 2\", Exactly, %i);\r\n\r\nActions:\r\n\tSet Switch(\"Switch 1\", set);\r\n\tPreserve Trigger();\r\n}\r\n\r\n//-----------------------------------------------------------------//", x, x);
}
return 0;
}
I made a trigger duplicator in VB that can be used for that too.
5 bucks says mine runs faster
5 bucks says no one wants to download a C compiler, and also have to edit that to make it duplicate different things. My program is noob, but it's convenient.
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probably, i already had one installed so it wasnt a big deal.
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