You know, you could do this only using a few triggers... for the following examples, Run cycle is just a unit I am using dc's with. A switch or anything could work too, but a dc is easier if you want to copy for multiple players. Multiple players will each need their own burrowed units and Movement locations. Also, preserve trigger on everything, use hypers, and trigger order matters.
If there are are 12 beacons, place 1 p9 lurkers under 2 to start, 12 under 3, 11 under 4, ... 3 under 12, and 2 under 1. Also, start with location "movement" over 2, and "movement2" over 1, where your unit is.
1) DC for how many movements left is at least 1, current player brings 1 unit to Movement2, dc of run cycle is 0: order move to Movement, set dc of Run cycle to 1, move location Movement 2 to lurker at Movement, subtract 1 from DC for how many movements left.
2) If cp suffers 1 death of run cycle, p9 brings at least 1 lurker to anywhere: center location Upgrade on lurker owned by p9.
3) If p9 brings atleast 1 lurker to Upgrade; create one lurker for p8 in an unused area, give to p9, move to Upgrade (don't just create ontop, it won't center properly), give all lurker owned by p9 at Upgrade to p10
4) If p10 brings exactly 13 lurker to Upgrade; move location Movement on lurker owned by p10 at upgrade, remove 12 lurkers owned by p10 at Upgrade.
Now 2 and 3 will run a few times, and 4 will run once..
5) If p9 brings 0 lurkers to anywhere, dc of run cycle is 1; move location Upgrade out of the way, give all lurkers owned by p10 to p9, set dc of run cycle for cp to 0.
Ta da! I guess 5 is more than a few, but still very easy. I know I would just use tons of locations, though, because if you use units you are facing unit limit problems instead of location limit, even if you do use substitutes such as 1 hydra = 10 lurkers or something.
EDIT: to use tons of locations, you could use this model.. lets say p8 starts with all the beacons.
2) Always: center location 1x1 on moving unit.
1) DC for how many movements left is at least 1, p8 brings at least 1 beacon to 1x1:
order move (1->2, 2->3, 3->4, ... 12->1).
subtract 1 from DC for how many movements left,
give all p9 beacons to p8
give all beacons owned at 1x1 by p8 to p9.
As presented, it would need to be ensured that the location sizes for the beacons were bigger than the beacons, to make sure that the walker isn't outside of the "order move" area. Much easier than using burrowed units, though
EDIT2: Or, duh, easiest method yet by far. Use Mindarchn's trigger duplicator, and be sure to place the locations down in the order you want to use them. (You can change the order later in trigger duplicator, but this is easier).
Current player brings at least one unit to location %x, current player has suffered at least 1 death of Movements Left, current player has suffered exactly %x deaths of Zerg Spire:
Order move to location %x+1, subtract 1 from Movements left, set zerg spire deaths to %x+1.
And then manually make the last-> first edit
Post has been edited 8 time(s), last time on Dec 17 2009, 7:54 pm by fritfrat.
None.