Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Many Questions about triggering
Many Questions about triggering
Jun 22 2011, 2:22 am
By: Forerunner  

Jun 22 2011, 2:22 am Forerunner Post #1



Hi im here to post many many questions about how to do a certain effect from triggering
Lets get started shall we ? :)

1.How can i stop the default CommandCenter(nexus,hatchery) from spawning on the start location even when its on UMS?
2.How can i keep the units i pre-added to the map to stay?
3.How can i make a Timer spawn?
4.How can i get a trigger specifically tied to a unit (spell trigger)?
5.How can i make a choose hero beacon(making the civillian die after choosing)?
6.How can i make a CPU Player move 4 specific units into a specific bunker?
7.How can i make different forces ally/unally each other?
8.How can i make a unit replace another after the first was removed?
9.How can i teleport a unit?
10.How can i give a unit to a player when they enter a beacon and let it be returned to the original player when they leave?
11.How can i make kills give minerals?
12.How can i add to a spawn?(bad question)

More Details
1.When i start my map where i added the starting location on water and played on ums and it seems the CC(nexus,hatchery) is spawned right on top of it.
2.I gave 1 civ to each player(6 players) to choose there own hero in the beginning of the map and when i played it they disappeared.
3.i want to be able to get a wave of cpu units to spawn every time the countdown timer reaches 0 (i know how to order them to attack).
4.I want to be able to get a specific unit to give a direction of where to trigger(spell) to take place.
5.Making the civilian die after choosing so he can only choose 1.
6.i got 4 ghost near a bunker belonging to a cpu and i want the cpu to move in the bunker right when the map starts.
6b.i also want to 4 ghost to spawn where i build a bunker and then the ghost will automatically move in and become the cpus bunker.(storm the fort style)
7.I want 1 cpu that is on a separate force to ally force 1 (player 1,2,3) and cpu 2 to ally (player 4,5,6) and make the cpus unally each other
8.such as a mind-control shop, in where you mind-control a unit and it becomes yours and teleports to your base and a new unit will quickly replace it in the shop.(I personally think its better then a beacon shop)
9.such as in the mind-control shop in where you buy a unit and it teleports into your base.
10. when you stand on a beacon and the dark archon becomes yours to mind-control units to buy and reverts back to neutral when you leave the beacon.
11. such as when u kill a marine your gain 1 mineral.
12.This is hard to explain, but ill try.....when u build a certain building it would give more units to the spawn wave next time the timer reaches 0 (Ex. Barrack gives +3 marines to the cpu spawn wave every time the timer reaches 0)

Thanks you very much :D ill be glad to share the map once its playble
btw im using ScmDraft 2.0 (0.8.0) and windows 7 (just incase)
Starcraft BW IGN: Forerunner (West)



None.

Jun 22 2011, 2:40 am ejac1337 Post #2



1. Have them set as a race (terran/protoss/zerg), don't have them be able to choose.
2. Uh, place them on the map and have the map hosted as a UMS?
3. The trigger action "Set countdown timer"
4. There is no way to specifically choose one unit and always have a spell/trigger follow it. Traditionally for spells to be attached to certain units, they have to be the only unit of that type on the map or the only one owned by that particular player. The "move location" trigger is pretty essential.
5. Just add the following action "kill all terran civilians for player at location x"
6. There is an ai script which makes unit enter closest bunker. There can only be one bunker per location, so if you want to load 6 bunkers, you have to have 6 seperate actions with a location for each. You can't choose specifically which units enter. You just need to have the 4 units you want to enter near the bunker.
7.
Trigger
Players
None specified.
Conditions
  • always
  • Actions
  • set aliance status of player x to ally
  • preserve trigger



  • I might answer some more later.



    None.

    Jun 22 2011, 2:42 am Roy Post #3

    An artist's depiction of an Extended Unit Death

    Quote from Forerunner
    1.How can i stop the default CommandCenter(nexus,hatchery) from spawning on the start location even when its on UMS?
    This won't happen in UMS games. (SCMD2 default settings doesn't set the race to choose).
    Quote from Forerunner
    2.How can i keep the units i pre-added to the map to stay?
    Play the map on UMS settings.
    Quote from Forerunner
    3.How can i make a Timer spawn?
    Trigger action "Set Countdown Timer."
    Quote from Forerunner
    4.How can i get a trigger specifically tied to a unit (spell trigger)?
    You have to use an existing spell, such as Dark Swarm. Then, with triggers, you can detect where it is, move a location to it ("Move Location" action), and do actions there. Dark Swarm is always owned by Neutral (player 12). Dark Swarm Firing System Detecting Dark Swarm]
    Quote from Forerunner
    5.How can i make a choose hero beacon(making the civillian die after choosing)?
    Put a location on the beacon. Use the "Bring" condition to detect if the civilian is in the location. Use the action "Kill Unit At Location" the civilian and run other actions.
    Quote from Forerunner
    6.How can i make a CPU Player move 4 specific units into a specific bunker?
    Use the AI Script "Enter Closest Bunker" on a location over the units.
    Quote from Forerunner
    7.How can i make different forces ally/unally each other?
    Use the action "Set Alliance Status."
    Quote from Forerunner
    8.How can i make a unit replace another after the first was removed?
    8.such as a mind-control shop, in where you mind-control a unit and it becomes yours and teleports to your base and a new unit will quickly replace it in the shop.(I personally think its better then a beacon shop)
    Use the action "Create Unit." Assuming you have removed the first unit with triggers, you should have their location (by moving a location onto them before removing them).
    For a mind-control shop, you should have a location over the unit you're mind-controlling. Detect if the player owns the unit, create a unit for the player and give the unit back to the original player.
    Quote from Forerunner
    9.How can i teleport a unit?
    Use the action "Move Unit."
    Quote from Forerunner
    10.How can i give a unit to a player when they enter a beacon and let it be returned to the original player when they leave?
    Put a location on the beacon. Use the "Bring" condition to detect if the civilian is in the location. Use the "Give Units To Player" to give a unit. When they leave the location, give the unit back.
    Quote from Forerunner
    11.How can i make kills give minerals?
    Kills to cash
    Quote from Forerunner
    12.How can i add to a spawn?(bad question)
    You need a counting system of some sort. Death counters. Then count the barracks (+1 to counter per barracks). Then create the spawns (Create 3 units, -1 to counter, repeat). You would need a separate counter for the time in between spawns, as well.

    You should definitely use the search feature and look for keywords for these questions, as almost all of them have been answered in moderate detail in the past. You may also find the Frequently Asked Questions and Answers topic useful.

    It sounds like you're not running your map in Use Map Settings on SC, which is the only reason #1 and #2 would be happening.

    Post has been edited 4 time(s), last time on Jun 22 2011, 2:52 am by Roy.




    Jun 22 2011, 3:06 am Forerunner Post #4



    Quesitions that you might have misunderstood or didnt understand
    3. when Timer spawn i didn't meen how to create a countdown timer i ment how to make a spawn wave appear when timer reaches 0.
    6. so to move units in a bunker the units and the bunker need to be in the same location? or dose the bunker need a location on it with units near it?

    thank you again for replying so quick :D



    None.

    Jun 22 2011, 3:10 am jjf28 Post #5

    Cartography Artisan

    3. Theirs a condition labled "contdown timer" - just have it fire when it reaches 0 seconds
    6. The location must have the units inside it, the units will each move to the bunker closest to them (as the bird flys, they won't account for pathing edit: through other units, not terrain)



    TheNitesWhoSay - Clan Aura - github

    Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

    Jun 22 2011, 4:00 am Forerunner Post #6



    Oh i got 1 more question
    How can i make a overlord continuously spawn broodlings under it? or any untis really
    in other word how can i get units to spawn near another unit(ive seen it done



    None.

    Jun 22 2011, 4:24 am Raitaki Post #7



    Quote from Forerunner
    Oh i got 1 more question
    How can i make a overlord continuously spawn broodlings under it? or any untis really
    in other word how can i get units to spawn near another unit(ive seen it done
    Use the "Move Location" trigger to move a location onto the spawner (only works well if each player only controls 1 spawner unit of each type, i.e. only 1 over per player), with another trigger creating the units you want to be spawned at the spawner. The spawning location should be big enough to fit both the spawner and some spawned units should a player leaves the spawner somewhere for too long.
    12) Another way to do this (the Desert Strike way): Let's say you want each gateway to spawn 1 zealot every time the timer reaches 0.
    Trigger
    Players
  • Player 1
  • Conditions
  • Countdown timer is exactly 0 game seconds.
  • Switch 1 is cleared.
  • Actions
  • Set Switch 1.
  • Modify countdown timer: Set to 40 seconds.
  • Preserve trigger.

  • Trigger
    Players
  • Player 1
  • Conditions
  • Switch 1 is set.
  • Actions
  • Center location labeled "Nyan" on [building] owned by Current Player at Anywhere.
  • Preserve Trigger.

  • Trigger
    Players
  • Player 1
  • Conditions
  • Current Player brings at least 1 Gateway to "Nyan".
  • Switch 1 is set.
  • Actions
  • Create 1 Zealot for Current Player at "ZealotSpawn".
  • Give 1 Gateway owned by Current Player at "Nyan" to Player 8.
  • Preserve Trigger.

  • Trigger
    Players
  • Player 1
  • Conditions
  • Current Player controls exactly 0 [building] at Anywhere.
  • Switch 1 is set.
  • Actions
  • Clear Switch 1.
  • Preserve Trigger.

  • "Nyan" is the location that detects the buildings, and ZealotSpawn is the location where the units are spawned.



    None.

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