Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hypertriggers don't work with p9-p12?
Hypertriggers don't work with p9-p12?
Dec 22 2008, 10:04 pm
By: mitchellsalad  

Dec 22 2008, 10:04 pm mitchellsalad Post #1



This is what I've surmised.. kinda annoying though.

Am I right? Or am I just overlooking something



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Dec 22 2008, 10:09 pm Biophysicist Post #2



Player 9 and above can't run /any/ triggers.



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Dec 22 2008, 10:16 pm Falkoner Post #3



I assume that was TassadarZeratul said is the problem, but if he's wrong, can you clarify what "don't work" means?



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Dec 23 2008, 1:49 am scwizard Post #4



Quote from Falkoner
I assume that was TassadarZeratul said is the problem, but if he's wrong, can you clarify what "don't work" means?
What TassadarZeratul is pretty much all there is to it. Having triggers for players 9-12 does absolutely nothing.



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Dec 23 2008, 2:43 am badcop Post #5



How about actions that affect them?



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Dec 23 2008, 2:49 am Kaias Post #6



Quote from badcop
How about actions that affect them?
They can be effected by actions and detected by conditions, they just can't own a trigger.



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Dec 23 2008, 3:26 am Falkoner Post #7



Quote
They can be effected by actions and detected by conditions, they just can't own a trigger.

Note that some actions, such as the Order action, don't work the same for them, like you have to use Patrol or Attack on Players 9-11 to make them move at all.



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Dec 23 2008, 3:32 am Biophysicist Post #8



An example would work well here. I'll use this trigger for the example:

Conditions:
P12 brings at least two Terran Civilian to "Kill Civs"
Actions:
Kill all Terran Civilian at "Kill Civs" for P12.
Preserve trigger.

If I set this trigger to belong to P1-P8, All Players, or one of the Forces, it would cause any civs belonging to Neutral at the location "Kill Civs" if there are at least two civs in the location. However, if I set it to run for P9 or above, nothing would happen.

Post has been edited 1 time(s), last time on Dec 23 2008, 4:08 am by TassadarZeratul. Reason: Fail example is fail.



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Dec 23 2008, 8:06 pm Roy Post #9

An artist's depiction of an Extended Unit Death

Quote from Falkoner
...you have to use Patrol or Attack on Players 9-11 to make them move at all.
False. The order "Move" works just fine.

The only irritating limitation I have with Players 9-11 is that I can't create them :P Have to create/give. There's small workarounds to have triggers operate on them the same as a normal player, aside from AI.

In any case, he was stating that the hyper triggers weren't working for those specific players, when in fact hyper triggers work for all players. And, so there won't be another post yelling at me, I'll repeat that triggers cannot be owned by Players 9+, "Current Player," "Aliies," "Foes," "Neutral," "Neutral Players," "Non Allied Victory Players," or Unknowns.




Dec 23 2008, 9:34 pm Vi3t-X Post #10



Quote from name:TassadarZeratul
An example would work well here. I'll use this trigger for the example:
If I set this trigger to belong to P1-P8, All Players, or one of the Forces, it would cause any civs belonging to Neutral at the location "Kill Civs" if there are at least two civs in the location. However, if I set it to run for P9 or above, nothing would happen.
What about excessively extended players? :bleh:



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Dec 23 2008, 11:07 pm Zhuinden Post #11



I doubt those would work, because the game doesn't check into players that don't exist or are not supposed to have triggers, imho.



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Dec 24 2008, 5:59 am Vi3t-X Post #12



Player 229 was recently discovered to be the NUKE DOT of Terran Ghosts. Scripts?
(It might not be 229, but something along those lines).



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Dec 24 2008, 6:40 am Falkoner Post #13



Quote
Player 229 was recently discovered to be the NUKE DOT of Terran Ghosts. Scripts?

Seeing as that's a sprite, I'm kinda doubting that..

Quote
False. The order "Move" works just fine.

Odd. A while back I was having problems getting them to move, I had to use a specific order type to make it work properly, it was a Command Center for player 9, anyway, I just tested and all 3 orders work fine on a Terran Marine for players 9 and 12, so I don't know what happened.. Maybe there's something about buildings..

Post has been edited 1 time(s), last time on Dec 24 2008, 6:50 am by Falkoner.



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Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
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Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
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