Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Need help with making this specific trigger
Need help with making this specific trigger
Apr 18 2011, 7:16 am
By: m.0.n.3.y  

Apr 18 2011, 11:22 pm m.0.n.3.y Post #21



Quote from DevliN
I can't check it now since I'm at work, but the only thing I can think of is that you're using the same location for both types of units, or that the condition still says Zergling for the Hydralisk triggers.

I can check it tonight if you don't figure it out by then.
Ok thanks, that will help me out a lot!

Do I have to use different triggers for the lings and hydras and every other unit?



None.

Apr 18 2011, 11:44 pm DevliN Post #22

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Yes. 1 trigger and switch per unit, unfortunately.



\:devlin\: Currently Working On: \:devlin\:
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Apr 18 2011, 11:59 pm m.0.n.3.y Post #23



Quote from DevliN
Yes. 1 trigger and switch per unit, unfortunately.
hmm well shit...lol
yeah just take a look at it when you get home :)



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Apr 19 2011, 5:18 am DevliN Post #24

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Hmm where to begin.

In your "Zerg SwithHydras is Set" trigger, you have "Neutral commands exactly 0 Hydralisk." Since the Action is "Give All Hydralisk owned by Neutral to Current Player," that trigger doesn't quite make sense. One of those is incorrect. Your Zergling one is the same, and it also needs to be changed.

Your actions for the create trigger also make no sense to me. You're creating 1 Hunter Killer for the Computer, then killing all Hunter Killers for the Computer, then creating 1 Hydralisk for the Computer, and giving 2 Hydralisks to Neutral.What is the point of creating the Hunter Killer if you're just going to kill it? The same goes for your Zergling trigger.

You can keep using 1 location to change all the units if you want, but that may cause a conflict if it needs to change units for more than 1 Computer.

EDIT:
Alright I played your map. This is tougher than I thought, as I didn't realize it was basically like Hacker Defense. Turning all the units into neutral units could also theoretically get them killed sooner. Is the ability supposed to double just your zerg units or all of the computer's zerg units?

Post has been edited 1 time(s), last time on Apr 19 2011, 5:32 am by DevliN.



\:devlin\: Currently Working On: \:devlin\:
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Apr 19 2011, 5:33 am m.0.n.3.y Post #25



Quote from DevliN
Hmm where to begin.
In your "Zerg SwithHydras is Set" trigger, you have "Neutral commands exactly 0 Hydralisk." Since the Action is "Give All Hydralisk owned by Neutral to Current Player," that trigger doesn't quite make sense. One of those is incorrect. Your Zergling one is the same, and it also needs to be changed.

Hmm I think you misunderstand.
There are two triggers for "Zerg SwithHydras is Set". The first one has a condition of "Neutral Brings atleast 1 Hydralisk to Battlefield". This checks to make sure that there are even hydras to duplicate. And if there are, this trigger duplicates them, and then gives them to Player 1.
The second trigger for "Zerg SwithHydras is Set" has a condition of "Neutral Brings commands exactly 0 Hydralisk". This trigger checks for when all the Hydras have been duplicated and then given to player 1. If there are no more hydras to duplicate, then Neutral Player will command 0 Hydralisk. Thus, the actions are "Clear Zerg SwithHydras"
^^^does this make sense? The first trigger is to duplicate the hydras. The second trigger is to check if the duplication process is over and then to end it. So I'm using 2 triggers for this.

Quote from DevliN
Your actions for the create trigger also make no sense to me. You're creating 1 Hunter Killer for the Computer, then killing all Hunter Killers for the Computer, then creating 1 Hydralisk for the Computer, and giving 2 Hydralisks to Neutral.What is the point of creating the Hunter Killer if you're just going to kill it? The same goes for your Zergling trigger.
Ok well I could have taken out the hunter killer parts. You'll notice that the Hunter Killers are burrowed. It has no reason except to make a cool effect. So that when the unit is duplicated it creates a cool blood pool of hydra underneath it. It is just to make an effect. After it creates/kills HunterKillers, it Creates one Hydra for Player 1 and then gives the other hydra to player 1 aswell (because the duplication process checks for hydras owned by neutral). Make sense??

So I still don't know why it isn't working lol :(

Edit:
Your zerg units that you create get turned into the computer's zerg units when you send them in to fight. So it is supposed to duplicate all the zerg units owned by the computer. So if all the human players are zerg, and they all create zerg units for the computer player, then it is supposed to duplicate all the zerg units that the computer player owns.

Also, what channel are you in, on brood war? So we can talk about this in channel?



None.

Apr 19 2011, 5:36 am DevliN Post #26

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It may not work because if you do it while Zerglings are still moving to the battlefield, it will still copy some while they are moving. When I tested it, I didn't get an endless amount, I just got about 4x what I had before.

Also, I'm not in a channel. I'm not even on BNet. :P

EDIT:
Okay here's an issue. Your trigger stops when it hits 100 death counts. Does that mean that you want it to keep duplicating for that entire time? That may be the issue.

Post has been edited 1 time(s), last time on Apr 19 2011, 5:41 am by DevliN.



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Apr 19 2011, 5:42 am m.0.n.3.y Post #27



Quote from DevliN
It may not work because if you do it while Zerglings are still moving to the battlefield, it will still copy some while they are moving. When I tested it, I didn't get an endless amount, I just got about 4x what I had before.

Hmm, you mean when they are being transferred from the human players' to the computer player's units?


The reason you didn't get endless is because you'll notice in the first 3 triggers under Abilities >> Zerg Ability -- I created kind of a fail safe. I used a death counter and a switch named "Zerg SwithAll" to completely stop everything and all switches after like 100 deaths I think. So that's why they didn't duplicate forever.
So the problem is, you got 4X the original amount you had, you should get 2X. If there is 1 ling, you should end up with 2, not like 8. Which is what it does for some reason..

Edit:
Quote from DevliN
I
Okay here's an issue. Your trigger stops when it hits 100 death counts. Does that mean that you want it to keep duplicating for that entire time? That may be the issue.

No, that right there is the fail safe that I just talked about. I had to make it stop somehow or else they would duplicate endlessly for some reason. For my trigger, I want to isolate every zerg unit the computer player owns, and then create a copy of it right next to the original unit.

For example: If the "X" = 1 zergling on the battlefield.

Before Ability casted
---------------------------
X
X

X
------------------------------


What it should look like after ability casted
---------------------------
XX
XX

XX
------------------------------

You see?

The problem is it keeps isolating and duplicating the units after I don't want it to. It makes way too many, I only want one copy of each unit the computer controlls



None.

Apr 19 2011, 5:47 am DevliN Post #28

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I understand how the trigger is supposed to work since I did it originally. I'll keep looking.

Also my trigger wont work if both teams cast it at the same time. The trigger wont know which computer to focus on as they will both be P12.



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Apr 19 2011, 5:52 am m.0.n.3.y Post #29



Quote from DevliN
I understand how the trigger is supposed to work since I did it originally. I'll keep looking.
Lol thanks :) I just dont get why it keeps duplicating endlessly, I've tried so many ways to make this work and it just doesn't want to lol.

Quote from DevliN
Also my trigger wont work if both teams cast it at the same time. The trigger wont know which computer to focus on as they will both be P12
Right I understand that, but I was thinking that since the trigger acts so fast, unless both teams cast it within like the same second it should be fine...I hope. I was guna worry about that after I got it working for even 1 computer lol



None.

Apr 19 2011, 5:55 am DevliN Post #30

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Fixed it. Here you go.

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\:devlin\: Currently Working On: \:devlin\:
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Apr 19 2011, 6:10 am m.0.n.3.y Post #31



Quote from DevliN
Fixed it. Here you go.
oh what the deuce!? It works lol! But why? I don't really understand why it works now. So I'm just going to copy that "Create Ling" trigger for every other unit I want to duplicate such as hydras and mutas. And a question, should I put the "Order units to patrol" action at the end of the "Create Ling" and all other "Create *unit*" triggers? Or in the "End of Zerg Ability" trigger?

Thanks!! :)))



None.

Apr 19 2011, 6:23 am DevliN Post #32

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I can't remember exactly what I changed, but I set the death counters to "exactly" rather than "at least" for a couple triggers, and changed the conditions for how it ends.

Yeah, copy the Create Ling trigger for all of them. You can remove the comments, too, I just added those for reference. :)

I'd set to patrol after each Zergling is created, so they keep running down.



\:devlin\: Currently Working On: \:devlin\:
My Overwatch addiction.

Apr 19 2011, 9:01 am NudeRaider Post #33

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

It seems you've figured that out in the meantime, but for the record: You can't create units for Players 9+. You have to create for one of P1-8 and then give.

My Broodling trigger in DS is cycling though every ground unit. But to speed up the process I have 2 triggers, 1 cycling through 6 units (if at least 6 exist) and one trigger cycling through 1. So every trigger cycle I'm replacing up to 7 units. Initially I had it even faster with a 3rd trigger replacing 19 units, but I think it looks cooler when you can actually watch what's happening, so I disabled the 3rd.

And btw. to avoid unplaceable errors you should create the units you're doubling in a temporary location where you make sure you have enough room for them to be created. So when lings should be replaced you remove all units in that cache location, create 100 zerglings and then move them 1 by 1 according to your spawning triggers. Make sure to fill up the cache with zerglings when the initial 100 are nearly used up.
Then when you doubly hydras clear the cache and create 100 hydras, etc.
This method won't double units that are near a cliff, over unwalkable terrain or inside a mass of units. But if you want to fix that it gets really complex. Not recommended.

About duplicating endlessly: Keep in mind that triggers register units inside Overlords and bunkers but don't give them away. So before you're checking for at most 0 units you have to give away transporters and for Terran units, bunkers too.




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