Multiple Timers
May 25 2009, 4:58 pm
By: konflikt  

May 25 2009, 4:58 pm konflikt Post #1



Alright so I need a way where when I build a building (let's say a bunker for example) in 1 minute that bunker will turn into let's say a supply depot. And I can have multiple bunkers being timed and turning into supply depots all at different times depending on when they were built. Is this possible?

Thanks for any help!



None.

May 25 2009, 5:07 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

center loc on depot, give it to another player, create X burrowed lings under it (create then move), remove one every trigger count. When you have 0 left, make it a bunker owned by current player.

Units are a poor mechanism, ideally you want to use death counters, but that would require a death counter for each possible amount of depots being built, and ridiculous to trigger.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

May 25 2009, 5:08 pm konflikt Post #3



how can i detect when the bunker DOESNT have units under it?



None.

May 25 2009, 5:25 pm JaFF Post #4



You can move burrowed units under buildings. Hence, you can use the amount of burrowed units under a building to represent the time left until it it turned into whatever you want. Note that if you intend on having lots of buildings built, I suggest you don't use exact timing, as it will require too many burrowed units. Instead, lower the accuracy by making one unit represent X seconds. This will make the highest possible mistake in the timing X. Hence you must adjust X to your needs.

When a bunker is created, move N burrowed zerglings owned by P7 (comp) to its position. Every X seconds scan through all P7 zerglings by copying the following trigger group as many times as many buildings you think might be 'waiting change' at the same time:

Trigger A:
Cond: P7 brings atleast 1 zergling to anywhere
Action: center location SCAN on zergling owned by P7 at anywhere
Action: remove 1 zergling at SCAN for P7
Action: give all zerglings owned by P7 at SCAN to P8 (another comp)
Action: preserve

Trigger B:
Cond: P7 brings exctly 1 zergling to SCAN
Action: replace buildings, remove zergling, preserve

After copying this trigger group many times, put the following trigger at the end:

Trigger C:
Condition: P7 brings exactly 0 zerglings to anywhere
COndition: P8 brings atleast 1 zergling to anywhere
Action: give all P8 zerglings to P7
Action: preserve

So your triggers should go like this: ABABABABABABABABA................ABABABAB C

Make sure that the burrowed unit you use is not used by P7 and P8 in any other way, or use smarter conditions/actions to eliminate any incompatibilities with other systems.



None.

May 25 2009, 6:25 pm konflikt Post #5



Everytime I remove a Zergling, the others unburrow.

EDIT:

Actually no I think it's when you give the burrowed Zergling, it unburrows.

Post has been edited 1 time(s), last time on May 25 2009, 6:31 pm by konflikt.



None.

May 25 2009, 6:38 pm Roy Post #6

An artist's depiction of an Extended Unit Death

Quote from konflikt
Everytime I remove a Zergling, the others unburrow.

EDIT:

Actually no I think it's when you give the burrowed Zergling, it unburrows.
Use neutral players for the burrowed Zerglings. Or, preferably, use Players 9, 10 and 11. They will not unburrow. Note: You cannot create units for these players, you'll have to create for a player like Player 8 and then give them.

For example, replace "P7" with "P9" and "P8" with "P10" in the triggers posted above.




May 25 2009, 6:54 pm JaFF Post #7



Shit. Sorry for that. I just used nutral palyers in such situations for so long that I actually forgot whay am I using them. :P



None.

May 25 2009, 7:41 pm konflikt Post #8



alright cool thnx



None.

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