OK I have no idea how StarForge triggers works but I want to do this:
Players: All Players
Conditions: Always
Actions: Move all nuclear missile dots owned by player 5 to "Location Observer 5"
Move all nuclear missile dots owned by player 6 to "Location Observer 6"
Move all nuclear missile dots owned by player 7 to "Location Observer 7"
Preserve Trigger
Could someone tell me the exact way to input this into StarForge? (I'm guessing it to doesn't work on X-tra Editor and I can't use SCMdraft) Maybe include the code so I can use copy/paste? Is this even possible?
Thanks so much in advance!
None.
I don't believe that sprites can be moved via triggers. I would say that they cannot be affected by triggers at all, but I think there are a few exceptions I'm forgetting.
None.
I don't believe that sprites can be moved via triggers. I would say that they cannot be affected by triggers at all, but I think there are a few exceptions I'm forgetting.
Dang that would have been such a cool effect.
None.
You cannot move a planted Nuclear Strike, but you can Launch Two Seperate Nuke Launches Simoulaneously then remove one of the ghosts so make it LOOK like youve placed a nuke that landed somewhere else.
None.
You cannot move a planted Nuclear Strike, but you can Launch Two Seperate Nuke Launches Simoulaneously then remove one of the ghosts so make it LOOK like youve placed a nuke that landed somewhere else.
Well the reason I wanted it is that I want there to be that little red dot on the "crossbeam" (observer) of a sniper rifle so it looks like there's a laser where you are currently aiming to everyone. Would your method work? (creating a ghost every 0 milliseconds for the computer and having it nuke the crossbeam then removing it prompty) If it does work,
damn. And I would have to have a few silos constantly making nukes for the computer player. Hmmmmm.
So you can't move sprites then?
None.
If you want to keep the original unit make some hyper triggers and give the ghost to a different cpu player and back the original and it will cancel the nuke without killing or removing the ghost.
None.
If you want to keep the original unit make some hyper triggers and give the ghost to a different cpu player and back the original and it will cancel the nuke without killing or removing the ghost.
Huh that would be the way to do it, methinks. But I just realized the problem: that constant "zerrmmm" sound that happens when the red dot appears. Nevermind.
So again I repeat: No moving of sprites then?
Collapse Box
Post has been edited 1 time(s), last time on Sep 19 2008, 9:35 pm by madroc.
None.
This would probably be easier but, why not just use the display text feature?
Conditions:
Always:
Actions:
Display Text: <center> <red>.
Preserve Trigger.
Then you could make it different colors really fast like:
Conditions:
Always:
Actions:
Display Text: <center> <red>.
Wait 1ms
Display Text: <center> <orange>.
Wait 1ms
Display Text: <center> <yellow>.
Preserve Trigger.
To give it the same effect of the Nuclear Missile dot. It also has some side effects like when this trigger fires, it might cause a wait block, via hyper triggers being fired as well. It makes all of the players (humans I'm assuming) not be able to type or see others text on their screen.
None.
This would probably be easier but, why not just use the display text feature?
Er that wouldn't really work:
Well the reason I wanted it is that I want there to be that little red dot on the "crossbeam" (observer) of a sniper rifle so it looks like there's a laser where you are currently aiming to everyone. Would your method work? (creating a ghost every 0 milliseconds for the computer and having it nuke the crossbeam then removing it prompty) If it does work, damn. And I would have to have a few silos constantly making nukes for the computer player. Hmmmmm.
So you can't move sprites then?
Sorry for the change in avatar again, I'm still trying to find my identity, I guess
EDIT Why isn't it working?! why isn't it working? Identity foreclusre!!! Identity foreclosure!!!!!!!
Post has been edited 2 time(s), last time on May 17 2008, 4:31 am by madroc.
None.
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
You cannot move any sprite. To be exact you cannot do ANYTHING to sprites.
UNIT-sprites are a different story however.
Display text
could work. But it would force a constant center screen which is probably not desirable.
You cannot move any sprite. To be exact you cannot do ANYTHING to sprites.
UNIT-sprites are a different story however.
Display text could work. But it would force a constant center screen which is probably not desirable.
That would actually be really cool except I have to be able to move the mouse.
What's a unit sprite? Is that like the goliath turret? Is there any unit sprite that looks sort of like a dot that I could constantly move to my observer? Yeah I know wishful thinking.
None.
The sprite of a unit that is fully functional. It's just a unit... (It is made for floor traps)
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
Hmm well is it possible to remove and create sprites via triggers? (I cant believe I didn't ask this before)
None.
With farty's new trigger program that he's got coming out in like what months will be able to do everything listed here if he really feels like he should put these functions in.
None.
Lol maybe I'll eat a bean burrito and then I'll be farty
Ok well thx anyways guys!
None.
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
That would actually be really cool except I have to be able to move the mouse.
Move screen only centers the mouse in single player.
In multiplayer it doesn't affect your mouse cursor.
Well, there is one sprite that can be created via triggers, but it's pretty much useless unless you want a cave-in look or something:
None.
That would actually be really cool except I have to be able to move the mouse.
Move screen only centers the mouse in single player.
In multiplayer it doesn't affect your mouse cursor.
Oh wow that could be something. And that means my test map works.
Looky hereWell, there is one sprite that can be created via triggers, but it's pretty much useless unless you want a cave-in look or something:
Hmm I gotta admit that would be intriguing as a sniper laser beam
None.