Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Unknown Problem With Campaign Tiggers
Unknown Problem With Campaign Tiggers
Sep 23 2007, 11:22 pm
By: Conen.  

Sep 23 2007, 11:22 pm Conen. Post #1



So I am having some problems with the triggers in a campaign I'm making. The triggers are not finished yet but i tested to see if all the computers play their part how they should; they did not. I will list all the triggers and please can somebody tell me what is wrong. Problems: Player 1 and 7 never start doing anything, Player 4 and 6 only collect minerals. All infantry units enter bunkers properly instantly.

Triggers (Keep in mind, not finished):

Player 1 - Conditions : - Always
Actions: - Execute AI script 'Enter Closest Bunker' at 'Bunk22'.
- Execute AI Script 'Enter Closest Bunker' at 'Bunk23'.
- Execute AI Script 'Enter Closest Bunker' at 'Bunk 24'.
- Modify resources for Player 1 : Add 125000 Ore and Gas.

Conditions : - Elapsed scenario time is exactly 1200 game seconds.
Actions : - Execute AI script 'Terran Camapign Difficult' at 'Red'

----------------------------------------------------------------------------------------------------------------------------------------------------

Player 2 (Human Controlled) - Conditions : - Player 2 accumulates at least 0 Ore and Gas.
Actions : - Modify resources for Player 2 : Set to 2000 Ore and Gas.

----------------------------------------------------------------------------------------------------------------------------------------------------
To be finished later.

Post has been edited 1 time(s), last time on Sep 23 2007, 11:28 pm by Conen..



None.

Sep 23 2007, 11:25 pm Akar Post #2



Ahhh well, the computer never does anything anyway.

Post has been edited 1 time(s), last time on Sep 23 2007, 11:50 pm by Akar.



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Sep 23 2007, 11:42 pm Money Post #3



Just upload the map, that will be easier.



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Sep 24 2007, 12:03 am Conen. Post #4



I'll e-mail it, who wants to look at it?



None.

Sep 24 2007, 12:55 am Money Post #5



You can just attach it to a post. If you seriously want to know exactly who you give it to, pm me it.



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Sep 24 2007, 12:56 am Falkoner Post #6



You need to have the trigger under the player that the AI script is running for.



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Sep 24 2007, 1:14 am Conen. Post #7



Fine, attached map.

P.S. also i changed the money that the computers get and now players 3 and 5 dont even work.

Attachments:
Bridges.scm
Hits: 4 Size: 127.11kb



None.

Sep 24 2007, 1:25 am fritfrat Post #8



A good 2/3 of the time someone runs an AI script for a computer and the computer doesn't do what they wanted is because the computer's race is different than the race of the units and the AI script. Double check to make sure all 3 are the same before spending more time on the problem.



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Sep 24 2007, 11:09 am Conen. Post #9



They are all good, DL the map then tell me what you think. I'm clueless at this point.



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Sep 24 2007, 12:24 pm Falkoner Post #10



Set it from exactly to at least for the condition, it's possible that the trigger loop is skipping over those numbers.



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Sep 25 2007, 12:20 am Conen. Post #11



newer version that refuses to be e-mailed, don't bother downloading this unless you are me.

Attachments:
Bridges.scm
Hits: 2 Size: 127.04kb



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Sep 25 2007, 12:43 am Money Post #12



Be creative, pm it to yourself next time ^^



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Sep 25 2007, 2:07 pm Conen. Post #13



Ok, everything is working how it should. Now for the hard part; the storyline.



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Sep 25 2007, 5:42 pm Fisty Post #14



hahaha pm me the campaign when ur all done i want to play it.



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Sep 26 2007, 10:40 pm Conen. Post #15



Ok sure but just a heads-up; I still suck at making campaigns.



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Sep 26 2007, 11:17 pm Fisty Post #16



I remember my start :P I am pretty sure I can put up with it



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Sep 27 2007, 12:32 am Conen. Post #17



I'm working on the first mission before the bridges mission, and i need some help with moving triggers. What i want to do, is have civilians PATROL through a city, can somebody paste a sample trigger for me i dont have any maps that i know of that have patroling triggers.



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Sep 27 2007, 12:33 pm NudeRaider Post #18

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 Conen.
I'm working on the first mission before the bridges mission, and i need some help with moving triggers. What i want to do, is have civilians PATROL through a city, can somebody paste a sample trigger for me i dont have any maps that i know of that have patroling triggers.

Player controlling civs
Conditions
Current player brings at least 1 civ to loc A
Actions
Order all civ at loc A patrol to loc B
preserve trigger

Make more start/end locations if you want them to patrol criss-cross around the city.
You can also make routes if you add more triggers:

Player controlling civs
Conditions
Current player brings at least 1 civ to loc B
Actions
Order all civ at loc B patrol to loc C
preserve trigger

Player controlling civs
Conditions
Current player brings at least 1 civ to loc C
Actions
Order all civ at loc C patrol to loc A
preserve trigger




Sep 27 2007, 7:35 pm Conen. Post #19



Oh sweet thanks alot, it's really uneccesary but i just want to learn more advanced triggers.



None.

Sep 28 2007, 4:07 pm ShizTheresABear Post #20



A good easy way to learn all the basic triggers is using the Help thing on regular StarEdit. For advanced triggers, just ask away. You'll eventually learn them on your own if you mess around with triggers and stuff.



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