TeleportationDownload HereI just wanted to share this. It's really nice in that it uses something like 14 triggers for Player 1, though that should be incresed for speed with a few tiggers being copy stacked (see below for details)
Triggers are only done for Player 1 but can easily be duplicated in current versions of Scmdraft2 / Notepad.
A zergling on a "miniature map" decides where you will teleport, you burrow to teleport there. Currently the ability is given a cooldown of about 2 seconds.
To optimize speed, two triggers can be copy-stacked 6 times each in addition to the current single instances. In this map the static grid has an 8x8 resolution equally distributed around the map. The number of copy-stack triggers would always be [Dimesion - 1] for the system to always go in 1 hypercycle.
The triggers I refer to above are:
Collapse Box
Trigger("Player 1"){
Conditions:
Bring("Current Player", "Terran Civilian", "Zergling P1", At least, 1);
Bring("Current Player", "Devouring One (Zergling)", "Detect X P1", At most, 0);
Actions:
Give Units to Player("Player 9", "Player 10", "Terran Missile Turret", 1, "Turrets X P1");
Move Location("Player 9", "Terran Missile Turret", "Turrets X P1", "Detect X P1");
Set Deaths("Current Player", "Cantina", Add, 8);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Bring("Current Player", "Terran Civilian", "Zergling P1", At least, 1);
Bring("Current Player", "Devouring One (Zergling)", "Detect Y P1", At most, 0);
Actions:
Give Units to Player("Player 9", "Player 10", "Terran Missile Turret", 1, "Turrets Y P1");
Move Location("Player 9", "Terran Missile Turret", "Turrets Y P1", "Detect Y P1");
Set Deaths("Current Player", "Cantina", Add, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
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