Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Unit Trigger statements
[SOLVED] Unit Trigger statements
Jul 21 2011, 10:26 pm
By: ScaleMatrix  

Jul 21 2011, 10:26 pm ScaleMatrix Post #1



Ok, I've just come across something that pretty much scared me alittle bit. In a move I was making you have to have a certain amount of units built for it to initate the final section, otherwise it just exits and does nothing. Well, I've occured problems before where I had to make several different case statements just to keep it from stopping if someone made units but didn't have the correct amount and that was about 6 different triggers alone. Well you need 1 Carrier, 3 Scouts and 1 Corsair. I found this to be about 25 different trigger statements for just that. Is there an easier way to do this



None.

Jul 21 2011, 10:28 pm Lanthanide Post #2



I'm having difficulty understanding what you're actually asking.

What is wrong with a trigger like this:
Conditions:
Current player bring at least 1 corsair to location
Current player bring at least 1 carrier to location
Current player bring at least 3 scout to location
Action:
Do stuff.

I am assuming that such a trigger is completely not what you want, but I really have no idea what you actually do want.



None.

Jul 21 2011, 10:30 pm Sacrieur Post #3

Still Napping

Trigger
Players
Any
Conditions
  • Current Player commands exactly 1 Protoss Carrier.
  • Current Player commands exactly 3 Protoss Scouts.
  • Current Player commands exactly 1 Protoss Corsair.
  • Actions
  • Any


  • That should be what you need.
    ---

    The trigger will not execute until the player commands exactly that number of units.



    None.

    Jul 21 2011, 10:41 pm ScaleMatrix Post #4



    Oh I know that. What I mean is. You have to make that number of units by the time a Spell hits a certain point, otherwise the spell doesn't go to the final part that acually does something, and just ends right there. Problem is, if you don't build that many it'll stop and keep going until you do make that many, and I don't want that. I know how to stop it from happening, but it requires a ridiculous amount of triggers for it. Is there a shorter way to do it?



    None.

    Jul 21 2011, 10:43 pm CecilSunkure Post #5



    Can you explain what you want better? You're doing a really poor job of articulating what you want to express. I read both of your posts and I don't understand a single thing you said.



    None.

    Jul 21 2011, 10:46 pm Vrael Post #6



    Are you the guy that was making the map with combo spells? And you need the combinations which aren't a spell to do nothing, right?



    None.

    Jul 21 2011, 10:59 pm ScaleMatrix Post #7



    Trigger
    Players
  • Player 1
  • Player 2
  • Player 3
  • Player 4
  • Player 5
  • Player 6
  • Conditions
  • Current Player controls exactly 1 Commotio Cortis
  • Heart is Set
  • Current player suffers exactly 0 deaths of reaction counter
  • Current player suffers exactly 4 deaths of Zerg ultralisk Cavern
  • Current player brings exactly 1 Carrier to location 0
  • Current player brings exactly 3 scout to location 0
  • Current player brings exactly 1 Corsair to location 0
  • Actions
    None specified.


    There is the condition. I want the move to end immediatly if you don't have these requirements met and I know how to trigger it. But to do it, I'd have to do almost 15+ triggers saying

    Trigger
    Players
  • Player 1
  • Player 2
  • Player 3
  • Player 4
  • Player 5
  • Player 6
  • Conditions
  • Current Player controls exactly 1 Commotio Cortis
  • Heart is Set
  • Current player suffers exactly 0 deaths of reaction counter
  • Current player suffers exactly 4 deaths of Zerg ultralisk Cavern
  • Current player brings exactly 1 Carrier to location 0
  • Current player brings exactly 2 scout to location 0
  • Current player brings exactly 0 Corsair to location 0
  • Actions
    None specified.


    And its different for every single one. I want to know if there is a shorter way to do this.

    And yes Vrael, im the one making cosmic brawl with the Combonation spells

    Post has been edited 1 time(s), last time on Jul 21 2011, 11:10 pm by ScaleMatrix.



    None.

    Jul 21 2011, 11:06 pm Roy Post #8

    An artist's depiction of an Extended Unit Death

    For the second trigger, remove all the "brings exactly" conditions. Make sure this trigger is below your first trigger. Assuming when your first trigger runs, one of your conditions is changed (i.e. +1 deaths to Ultralisk Cavern), the second trigger will never be reached if they have all those units. If they don't have all those units by the time reaction hits 0, the second trigger will run, and you can put the actions to make it go straight to the end of the trigger set.




    Jul 22 2011, 10:00 pm O)FaRTy1billion[MM] Post #9

    👻 👾 👽 💪

    I'm not sure if I understand, but ...
    You could set a switch or dc in the actions to mark that the conditions were met, and then in the following trigger test that switch/dc and if it is not set, then some other combination was used.

    EDIT: Oh, Roy said the same thing. xD I should have read the posts a little more carefully.



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    Jul 22 2011, 10:38 pm Azrael Post #10



    The right way to do it is described in the above posts. To elaborate, you could do it like this:

    Trigger
    Players
  • Player 1
  • Player 2
  • Player 3
  • Player 4
  • Player 5
  • Player 6
  • Conditions
  • Current Player controls exactly 1 Commotio Cortis
  • Heart is Set
  • Current player suffers exactly 0 deaths of reaction counter
  • Current player suffers exactly 4 deaths of Zerg ultralisk Cavern
  • Current player brings exactly 1 Carrier to location 0
  • Current player brings exactly 3 scout to location 0
  • Current player brings exactly 1 Corsair to location 0
  • Actions
  • Modify death counts for Current Player: Set to 1 for Cantina


  • Trigger
    Players
  • Player 1
  • Player 2
  • Player 3
  • Player 4
  • Player 5
  • Player 6
  • Conditions
  • Current Player controls exactly 1 Commotio Cortis
  • Heart is Set
  • Current player suffers exactly 0 deaths of reaction counter
  • Current player suffers exactly 4 deaths of Zerg ultralisk Cavern
  • Current player suffers exactly 0 deaths of Cantina
  • Actions
    None specified.


    Trigger
    Players
  • Player 1
  • Player 2
  • Player 3
  • Player 4
  • Player 5
  • Player 6
  • Conditions
  • Current player suffers exactly 1 deaths of Cantina
  • Actions
  • Modify death counts for Current Player: Set to 0 for Cantina





  • Jul 23 2011, 12:02 am ScaleMatrix Post #11



    Ah..Ok thank you very much. It works real nicely



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