Alright, because building off this is crucial to IS, I need to know why these triggers aren't working.'
Trigger(All Players):
Conditions:
Always()
Actions:
EnableDebugMode()
Trigger(All Players):
Conditions:
Switch(Switch 1, Set)
Actions:
SetDeaths(Player 2, Start Location, Set To, 1)
SetDeaths(Player 3, Start Location, Set To, 31)
SetDeaths(Player 4, Start Location, Set To, 0)
SetDeaths(Player 5, Start Location, Set To, 0)
SetDeaths(Player 6, Start Location, Set To, 128)
SetDeaths(Player 7, Start Location, Set To, 64)
SetDeaths(Player 8, Start Location, Set To, 63)
EnableDebugMode()Trigger(Player 12):
Conditions:
Always()
Actions:
MoveLocation(Player 12, Vespene Geyser, Anywhere, Location 1)
PreserveTrigger()
Trigger(Player 12):
Conditions:
Bring(Player 12, At Least, 1, Vespene Geyser, Location 1)
Actions:
RemoveUnitAtLocation(Player 12, 1, Vespene Geyser, Location 1)
CreateUnit(Player 12, 1, Terran Refinery, Location 1)
PreserveTrigger()Trigger(Player 1):
Conditions:
Always()
Actions:
CreateUnit(Player 1, 1, Terran Wraith, Anywhere)
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Basically, the red ones don't work, the green ones do. Halp.
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On broodwarai's LocUnlock topic, modmaster said remove unit and move location don't work for him.
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There's no reason why they don't work. Use numbers instead of strings for the triggers? Other than that, I don't think you can move geysers. Try it with a regular map.
There's no reason why they don't work. Use numbers instead of strings for the triggers? Other than that, I don't think you can move geysers. Try it with a regular map.
I typed everything as numbers when I made it, PyTRG automatically converts.
I'm thinking that PyTRG may have a problem with MoveLocation(), because the documentation and program ask for it to be ordered differently.
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What size are the locations? Do you know what flags you set? Did you set the flags properly? Are Geysers able to be moved?
2x4, yes (all of them), yes, yes. And as far as I know they're also able to be removed. This is irrelevent, because I didn't get unit unplaceable errors, either.
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Shit... It's looking like it's just not working because it can't create units for player 12?
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Correct, you can't create units for extended players. However, I could have sworn you can create critters for P12...
I'm trying to create geysers. I'll try critters.
Critters did not work.
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Create for not player 12. Only pre-placed resources can be owned.
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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Maybe you can use a unit other than a resource to achieve what you want? Maybe mind control the unit like wormholes in AA. If you can't create units for p12, maybe you can use an existing player and then give the units to player12? Even tho it would happen almost instantaneous, the revealed fog-of-war vision thing would remain the remainder of the game for that player and be quite unfair tho. Dunno... sounds like a good head scratcher.
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You could always try the super tricky make-a-new-unit-via-plugin method, which, from what I hear, is pretty hard.
-edit-
Nevermind, he isn't making resources.
You could create for like P8... Tohugh if anyone is in that slot they'll see stuff.
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
Here's an idea that steals from my own mod.. but oh well..
Create a few kakaus for each player at start of game and then promptly give these to player12. These kakarus will by nature fly all over the map and you must either hunt them down to obtain your desired reward (death count) OR mindcontrol them etc. Mindcontrolling them might give you some extra bonus that comes with the kakaru, like a free observer or a big supply bonus etc.. Now to add some fun to the chase, maybe make them permacloaked. Maybe even allow them to cast spells if you are at a certain place in your tech tree or morph to something uber. They should of course absolutely remain "critters" in their AI orders and have no controllable movement. They must remain "wild".
I just described PEAI familiars for the most part. Anyways, smoke some weed or drop some acid and maybe something will come to you. j/k of course... maybe.
Gluck.
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-edit-
Nevermind, he isn't making resources.
You could create for like P8... Tohugh if anyone is in that slot they'll see stuff.
As far as I can tell, if a player isn't in game, you can't create things for them ><
@Baja, the plan was to have you never need to make geyser buildings, but it looks like that's dead...
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Oh, I was under the impression you were looking for a unit that could be scattered about the map that could be used in a way to procure resources. I use "wild" kakaru in my mod, but for another purpose, but now I'm kind of liking this idea of having locunlock spawn around 5-6 "wild" creatures per player and then give to player12 to fill up the map.
You can't create units for neutral players, but you can give units to them right? My mapping knowledge is pretty weak.
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Ya, as far as I know giving works for anyone (That's how the defense redistribution works in old sunken d maps)
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Then could you create refineries for players 1-8 and then give them to player 12?
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I can try it, but I'd have to give them 0 vision.
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