I tried the Junk Yard Dog thing... didn't workout so well, unit like to clump together and it the "vilagers" aren't spreading out as evenly as I hoped for.
SO I tried a little more simplified version of my above triggers...
In this case, There is a deathcount timer.
exactly 1 death, move START location to Burrowed1
exactly 2 death, move START location to Burrowed2
etc etc.
As for the DESTINATION, it is randomized between 8 burrowed zerg.
switch blah blahness, move END locaton to Burrowed1
switch blah blahness, move END location to Burrowed2
etc etc.
On arrival of "START", "villagers" will only move when DeathCount is 1 (a different 2-second-cycled deathcount).
WELL ALL THAT and it STILL DOESN'T WORK!!!!
I'l post the map with the above changes.
-----
P.S. Why's my map so big? I haven't even added sound files yet (which I plan to later).
Trigger("Player 7"){
Conditions:
Always();
Actions:
Set Switch("Switch1", randomize);
Set Switch("Switch2", randomize);
Set Switch("Switch3", randomize);
Preserve Trigger();
Comment("Switch1, 2, 3 - Randomize permanently");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Deaths("Player 7", "Terran Beacon", Exactly, 0);
Actions:
Move Location("Player 6", "Zerg Devourer", "TownHumanArea", "TownHuman-PatSTART");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle (Defiler)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Deaths("Player 7", "Terran Beacon", Exactly, 1);
Actions:
Move Location("Player 6", "Zerg Drone", "TownHumanArea", "TownHuman-PatSTART");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle (Drone)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Deaths("Player 7", "Terran Beacon", Exactly, 2);
Actions:
Move Location("Player 6", "Zerg Lurker", "TownHumanArea", "TownHuman-PatSTART");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle (Lurker)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Deaths("Player 7", "Terran Beacon", Exactly, 3);
Actions:
Move Location("Player 6", "Zerg Zergling", "TownHumanArea", "TownHuman-PatSTART");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle (Zergling)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Deaths("Player 7", "Terran Beacon", Exactly, 4);
Actions:
Move Location("Player 6", "Zerg Hydralisk", "TownHumanArea", "TownHuman-PatSTART");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle (Hydra)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Deaths("Player 7", "Terran Beacon", Exactly, 5);
Actions:
Move Location("Player 6", "Devouring One (Zergling)", "TownHumanArea", "TownHuman-PatSTART");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle (Devouring)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Deaths("Player 7", "Terran Beacon", Exactly, 6);
Actions:
Move Location("Player 6", "Unclean One (Defiler)", "TownHumanArea", "TownHuman-PatSTART");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle (Unclean)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Deaths("Player 7", "Terran Beacon", Exactly, 7);
Actions:
Move Location("Player 6", "Hunter Killer (Hydralisk)", "TownHumanArea", "TownHuman-PatSTART");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle (Hunter)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", set);
Switch("Switch2", set);
Switch("Switch3", set);
Actions:
Move Location("Player 6", "Zerg Drone", "TownHumanArea", "TownHuman-PatEND");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle END (Drone)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", set);
Switch("Switch2", set);
Switch("Switch3", not set);
Actions:
Move Location("Player 6", "Zerg Hydralisk", "TownHumanArea", "TownHuman-PatEND");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle END (Hydra)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", set);
Switch("Switch2", not set);
Switch("Switch3", set);
Actions:
Move Location("Player 6", "Zerg Lurker", "TownHumanArea", "TownHuman-PatEND");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle END (Lurker)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", set);
Switch("Switch2", not set);
Switch("Switch3", not set);
Actions:
Move Location("Player 6", "Zerg Zergling", "TownHumanArea", "TownHuman-PatEND");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle END (Zergling)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", not set);
Switch("Switch2", set);
Switch("Switch3", set);
Actions:
Move Location("Player 6", "Zerg Defiler", "TownHumanArea", "TownHuman-PatEND");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle END (Defiler)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", not set);
Switch("Switch2", set);
Switch("Switch3", not set);
Actions:
Move Location("Player 6", "Devouring One (Zergling)", "TownHumanArea", "TownHuman-PatEND");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle END (Devouring)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", set);
Switch("Switch2", set);
Switch("Switch3", not set);
Actions:
Move Location("Player 6", "Unclean One (Defiler)", "TownHumanArea", "TownHuman-PatEND");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle END (Unclean)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Switch("Switch1", not set);
Switch("Switch2", not set);
Switch("Switch3", not set);
Actions:
Move Location("Player 6", "Hunter Killer (Hydralisk)", "TownHumanArea", "TownHuman-PatEND");
Preserve Trigger();
Comment("TownHuman-Pat Location Cycle END (Hunter)");
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Bring("Current Player", "Terran Civilian", "TownHuman-PatSTART", At least, 1);
Deaths("Player 7", "Zerg Beacon", Exactly, 1);
Actions:
Order("Current Player", "Terran Civilian", "TownHuman-PatSTART", "TownHuman-PatEND", move);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 7"){
Conditions:
Bring("Current Player", "Jim Raynor (Marine)", "TownHuman-PatSTART", At least, 1);
Deaths("Player 7", "Zerg Beacon", Exactly, 1);
Actions:
Order("Current Player", "Jim Raynor (Marine)", "TownHuman-PatSTART", "TownHuman-PatEND", patrol);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Attachments:
Post has been edited 3 time(s), last time on Oct 9 2009, 6:29 am by Drakiel.
None.