Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Trigger another Trigger Location
Trigger another Trigger Location
Dec 2 2008, 11:47 pm
By: strupan  

Dec 2 2008, 11:47 pm strupan Post #1



I was wondering if it is possible to make a 'Heal_1' Location work on unit Terran Beacon using Move Location trigger or another working methods?

Because I don't want to make 17 trigger for each heal location on my map.

For example, possible to make when unit move on unit Terran Beacon, it heals them using the 'Heal_1' trigger using the Move Location on Terran Beacon?



None.

Dec 3 2008, 12:30 am Falkoner Post #2



Heal_1 trigger? Please explain a little better.

I think I may know what you're talking about, but I may be wrong, if you have a hero unit, you can constantly center a location on them and check to see if there is a heal beacon in the location with them, if it is, then you heal them.



None.

Dec 3 2008, 12:35 am strupan Post #3



Heal_1 trigger is the trigger location that heals the unit when they move to the location



None.

Dec 3 2008, 12:37 am Falkoner Post #4



You see, instead of moving it to them when they go to the location, you can instead just constantly move it to them and check to see if the unit that marks the location(the beacon) and heal them if it is.



None.

Dec 3 2008, 1:04 am ForTheSwarm Post #5



Center a pixel location over the hero, when there is a beacon in the location, heal the unit.



None.

Dec 3 2008, 1:05 am NudeRaider Post #6

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

Cycle the beacons:
Have them owned by one player and center the heal location on it, then give the beacon at heal to another player.
When the first player owns 0 beacons give all beacons back.




Dec 3 2008, 1:05 am GameLoader1337 Post #7



I think what Falkoner is trying to say is that, if you have a hero unit, and it has a "center location" on it, you can perhaps say "Computer player brings at least 1 terran beacon to "center location", Actions: set the hero unit 100% health points.



None.

Dec 3 2008, 5:57 am strupan Post #8



Quote from NudeRaider
Cycle the beacons:
Have them owned by one player and center the heal location on it, then give the beacon at heal to another player.
When the first player owns 0 beacons give all beacons back.


NudeRaider! I am confused still!
Give a example Trigger of the Cycle!

I beg of yah!
:D



None.

Dec 3 2008, 6:04 am DT_Battlekruser Post #9



Either

1. There is only one thing you want being healed

In this case, have a location that is constant centered on the one thing you want healed using MOVE LOCATION. Then use a BRINGS condition to heal the unit if there is a beacon nearby.

2. There are lots of beacons and stuff to be healed

What NudeRaider is suggesting requires an extra player. Constantly center a location on a beacon owned by player x, heal stuff there, then give that beacon to player y. When there are no more beacons left, center a location on a beacon owned by player y, heal stuff there, then give that beacon back to player x, etc.




None.

Dec 3 2008, 7:15 am strupan Post #10



Yeah nuderaider spent like 3 hours explaining and teaching me how to do so on the 2nd method you were suggesting but I wasn't able to figure how to trigger it correctly lol
I was using Player 12 and Player 11

would be nice if you post a example trigger on how this is triggered.
thanks, much appreciated



None.

Dec 3 2008, 3:21 pm NudeRaider Post #11

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

CONDITIONS:

o Always



ACTIONS:

o Center location labeled 'Heal' on Heal owned by Neutral at 'Anywhere'.

o Give All1 Heal owned by Neutral at 'Anywhere'Heal to Player 11.

Preserve trigger.





___________________________________________________________



CONDITIONS:

o Neutral brings exactly 0 Heal to 'Anywhere'.



ACTIONS:

o Give All Heal owned by Player 11 at 'Anywhere' to Neutral.




Dec 3 2008, 3:54 pm Devourer Post #12

Hello

Quote from NudeRaider
CONDITIONS:

o Always



ACTIONS:

o Center location labeled 'Heal' on Heal owned by Neutral at 'Anywhere'.

o Give All1 Heal owned by Neutral at 'Anywhere'Heal to Player 11.

Preserve trigger.





___________________________________________________________



CONDITIONS:

o Neutral brings exactly 0 Heal to 'Anywhere'.



ACTIONS:

o Give All Heal owned by Player 11 at 'Anywhere' to Neutral.

wait...
isn't P11 = Neutral? or was it Neutral Player?
Anyway, a question by the way:
Which players are in "Neutral", which n "Neutral Players" and which in "All Players"*?

*yea I know, sounds silly, but I think that guys who left aren't in the All Player section or are they? They at least are removed from their force, or?



Please report errors in the Staredit.Network forum.

Dec 3 2008, 4:14 pm NudeRaider Post #13

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
*yea I know, sounds silly, but I think that guys who left aren't in the All Player section or are they? They at least are removed from their force, or?
Please stop using this tiny font, it's annoying to read and there's no reason for it.
Absent players, as leavers, are not counted to any player faction. They can only be referenced by using their specific player number.

All players = P1-12
Neutral = P12
Neutral Players - I'm not sure but my guess would be P9-12 and/or all present, but inactive players of P1-8




Dec 3 2008, 11:25 pm strupan Post #14



CONDITIONS:

o Always



ACTIONS:

o Center location labeled 'Heal' on Heal owned by Neutral at 'Anywhere'.

o Give All1 Heal owned by Neutral at Heal(Which is which location?) to Player 11.

Preserve trigger.





___________________________________________________________



CONDITIONS:

o Neutral brings exactly 0 Heal to 'Anywhere'.



ACTIONS:

o Give All Heal owned by Player 11 at 'Anywhere' to Neutral.[/quote]
o Preserve Trigger. (I think you missed that or no Preserve for the 2nd trigger?)




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