Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Units Removed in Drop Ship at Location
Units Removed in Drop Ship at Location
May 16 2008, 5:32 am
By: Pi1fer  

May 16 2008, 5:32 am Pi1fer Post #1



I am using X-tra Editor.

Trigger Conditions:
Current player brings at least 1 (defiler) to location (Use item)
Actions:
Remove 1 (defiler) current player at Use item
Set energy for all units owned by current player to 100%
Preserve Trigger

Now I have it so that you load a defiler onto a Overlord Hero then carry him to a "Use Item" beacon. There is a location on the beacon labled "use item" and I clicked on Low Elevation and High Air for Apply location to options. Everytime I bring the Ovie over the location, the defiler sets off the above trigger.
I want to make it so that I can have the ovie loaded with the defiler and ready to drop on the beacon by hot#keying the Ovie and then clicking on the defiler then set off the trigger. I dont want the defiler removed when it is in the ovie. I want it removed when I drop it on the beacon.
I also want to be able to quickly move a Scourge over the "use item" location to set off another trigger so that is why the location applies to high air. This is part of an inventory system for a RPG map that resemble's WC3. I've seen this done on a resident evil map. I dont want to have the unit killed since I will also add a trigger that moves the unit to a location after it is dropped.

So, how do I keep the trigger from starting when I bring the Ovie in the location?



None.

May 16 2008, 6:51 am Madroc Post #2



Quote from Pi1fer
I am using X-tra Editor.

Trigger Conditions:
Current player brings at least 1 (defiler) to location (Use item)
Actions:
Remove 1 (defiler) current player at Use item
Set energy for all units owned by current player to 100%
Preserve Trigger

Now I have it so that you load a defiler onto a Overlord Hero then carry him to a "Use Item" beacon. There is a location on the beacon labled "use item" and I clicked on Low Elevation and High Air for Apply location to options. Everytime I bring the Ovie over the location, the defiler sets off the above trigger.
I want to make it so that I can have the ovie loaded with the defiler and ready to drop on the beacon by hot#keying the Ovie and then clicking on the defiler then set off the trigger. I dont want the defiler removed when it is in the ovie. I want it removed when I drop it on the beacon.
I also want to be able to quickly move a Scourge over the "use item" location to set off another trigger so that is why the location applies to high air. This is part of an inventory system for a RPG map that resemble's WC3. I've seen this done on a resident evil map. I dont want to have the unit killed since I will also add a trigger that moves the unit to a location after it is dropped.

So, how do I keep the trigger from starting when I bring the Ovie in the location?

Wow what a predicament. Well I have one solution that I THINK works, not sure.
If you do "at most" then it doesn't count the units in a bunker and I'm betting it's the same thing for units inside an overlord.

So if that is true, then here's the way to do it:

Trigger 1
Conditions: Always
Actions: Modify death counts for current player for Mineral Chunk: Set to 1
Preserve Trigger

Trigger 2
Conditions: If Player 1 brings at most 0 defiler to location (use item)
Actions: Modify Death Counts for current player for Mineral Chunk: Set to 0
Preserve Trigger

Trigger 3
Conditions: If Current Player death count is at least 1 for Mineral Chunk
Actions: Modify Death counts for current player for mineral chunk back down to 0
Move defiler to wherever
Set energy for all units owned by current player to 100%
Preserve Trigger


Make sure they are in that order so each time it cycles through, it tells itself "yes do it" then says "if there is no defiler then don't do it" and then "if I still want myself to do it then I'll do it!" This is the only way I know how to do it unfortunately and possibly the only way.

good luck



None.

May 16 2008, 7:23 am ZzEzZ Post #3



just make it 2 separate locations... one for the 'high air' and one for the ground

or if that will force you 2 change a lot of your triggers then...

you could just add "brings 0 overlord to "use item" to the conditions of that trigger... then ull just have to move the ovy away after dropping the defiler



None.

May 16 2008, 9:54 am NudeRaider Post #4

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

What's the reason for marking air layers in the first place? You can move air units to ground locations without problems.
Just set it to ground only.




May 16 2008, 4:28 pm Madroc Post #5



Yeah you could always just use 2 different locations, 1 for ground and 1 for air...

Another alternative (which I thought of in bed last night) is to have this trigger, I think this is the best:

Trigger 1
Conditions: Always
Actions: Teleport all defilers to "Obscure Location" (make one of these actions for each item you are able to use)
Preserve

Then Trigger 2
Conditions If current player brings defiler or whatever to obscure location
Actions Do whatever

The move action will not move units from inside the overlord.

That is a lot easier than the method I mentioned before but yeah you can choose between this one and just having two locations (or if you want to do it the long route do the method I mentioned before...)

Post has been edited 1 time(s), last time on May 16 2008, 4:35 pm by madroc.



None.

May 16 2008, 6:09 pm Pi1fer Post #6



Um...I have a trigger that creates 1 defiler in a location "inventory Spawn" for current player. I want to make it so that the player can store many defilers in that location for latter use and then load up the defilers and then bring the Ovie over to Location "Use item" and then when the defiler is dropped, the trigger is activated. I was also thinking about moving a spawner location to a player's specific unit and then move the defiler to that location. However, it will have to move the spawner location to a list of units (8 main units and 5 alternate) that the player can use. Also I dont want a glitch to occur when 1 or more player drop a defiler at the same time and the trigger follows through.

I would like to have 3 triggers set up so that when a infested terran, Medic or scourge is move to the "Use item" locaiton, that unit is moved to a location "spawner" that follows a list of units. The infested terran and scourge are intended to be grenades and missles and should spawn nearby the player's specific unit and then automatically attack the nearest enemy. The Medic is intended to be moved nearby the player's specific unit and heal that specific unit. I then want the medic removed when it's mana is used up, So should it removed in 200secs? The defiles dont need to be moved anywhere, they just allow energy and shield points to be modified to 100%.

Can you please help me? I haven't had the time to try the 2 seprate location idea yet so It may work. Bottom line, I dont want units in the ovie to activate the triggers. I want the triggers to actiavate when the units are dropped on Location "use item"



None.

May 16 2008, 7:24 pm NudeRaider Post #7

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

I'll summarize the 3 best choices, all of them will work:
Location ground only:
- make another location which is air only for the scourge
- replace the scourge with any ground unit (e.g. hero defiler) when the replaced unit is moved to the location create a scourge at the player's main unit.
Location air and ground:
- Add a condition that the player must bring at most 0 Ovies to the location.

I'd go for the first solution. Don't think so much about finding the uber-best solution. Just use what will work and move on to complete the map.




May 18 2008, 3:11 am Falkoner Post #8



Quote
If you do "at most" then it doesn't count the units in a bunker and I'm betting it's the same thing for units inside an overlord.

Sorry, but that only works for bunkers, don't ask me why, I don't know, it just does.



None.

May 21 2008, 3:45 am Pi1fer Post #9



So what am i suppose to do?

This is the new trig im working on.

Trigger("Scavenger Crew"){
Conditions:
Bring("Current Player", "Infested Terran", "Use Items", At least, 1);

Actions:
Move Unit("Current Player", "Infested Terran", 1, "Use Items", "Leave Ship");
Preserve Trigger();



None.

May 21 2008, 7:16 am NudeRaider Post #10

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

Quote from Pi1fer
So what am i suppose to do?

Quote from NudeRaider
Location ground only:
- make another location which is air only for the scourge





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