Ok, I dont know why my triggers are fucking up like this but i am in need of help...I have a trigger thats set up as an intro to the map. I have tried two different things but I get the same results:
Players:
1-6
ive also tried
force 1 (players 1-6
Conditions:
Always
Action:
Center veiw on "location x"
Display text for current player "blah blah blah"
wait for 10000 milliseconds (10 Sec)
Display text for current player "blah blah blah"
Create 1 Terran civilian at "location x" for player 1
(the Civ is created after the wait 10 seconds due to timing between the texts
)
Ok so the problem is whenever I check players 1-6 OR when I check Force 1 depending on how many people I have in the game it will spawn more then one civilian (i.e. 3 players in game 3 civs spawn in game)
This happens not just with this trigger but any trigger that involves creating a unit. Please HELP! T.T
None.
If the trigger is for 6 players it will happen 6 times.
None.
Do you want it to give 1 civ to each player or only 1 civ to player 1?
None.
If the trigger is for 6 players it will happen 6 times.
I figured that, thats why I said I tried Force 1, which shouldnt make it happen six times....right?
Do you want it to give 1 civ to each player or only 1 civ to player 1?
I just want it to spawn One Civilian for player 1
None.
Okay then, put the trigger for only player one, instead of a force or all 6 players..
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Okay then, put the trigger for only player one, instead of a force or all 6 players..
I could do that, but then the "Display Text" I have in the trigger would not appear for players 2-6 right? I kinda want all the players to see that
None.
Try adding 'Remove 5 Terran Civilian for Player One at Location X' at the end of the trigger.
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 have to distinguish between global actions and actions that should happen for each player.
Global actions (like creating the civ for P1) are best run by a single computer players as they're always there.
If you want global actions and Current Player actions to happen the same time split your trigger. This can be done by setting a death counter for the Force that should run the Current Player Actions (or each player individually, if necessary).
Depending on your death counter that was set by the computer player you run the current player actions for the respective force(s).
So your triggers would ultimately look like this:
Players:7 (Computer)Conditions:Always
Action:Set death counter 'cutscene' to
1 for
Force 1 (=P1-6)
wait for 10000 milliseconds (10 Sec)
Set death counter 'cutscene' to
2 for
Force 1 (=P1-6)
Create 1 Terran civilian at "location x" for player 1
Players:Force 1
Conditions:Death counter 'cutscene' is exactly
1 for
Current PlayerAction:Display text for
current player "blah blah blah 1"
Center view on "location x"
Set death counter 'cutscene' to 0 for
Current PlayerPlayers:Force 1
Conditions:Death counter 'cutscene' is exactly
2 for
Current PlayerAction:Display text for
current player "blah blah blah 2"
Set death counter 'cutscene' to 0 for
Current PlayerAlso, for your own good, stick to the posting rules pls:
1. Topics shall have descriptive names. Topics with uninformative names such as "help" or "problem" will be closed immediately.
But I think my first idea would take less time to code, wouldn't it?
None.
You have to distinguish between global actions and actions that should happen for each player.
Global actions (like creating the civ for P1) are best run by a single computer players as they're always there.
If you want global actions and Current Player actions to happen the same time split your trigger. This can be done by setting a death counter for the Force that should run the Current Player Actions (or each player individually, if necessary).
Depending on your death counter that was set by the computer player you run the current player actions for the respective force(s).
So your triggers would ultimately look like this:
Players:7 (Computer)Conditions:Always
Action:Set death counter 'cutscene' to
1 for
Force 1 (=P1-6)
wait for 10000 milliseconds (10 Sec)
Set death counter 'cutscene' to
2 for
Force 1 (=P1-6)
Create 1 Terran civilian at "location x" for player 1
Players:Force 1
Conditions:Death counter 'cutscene' is exactly
1 for
Current PlayerAction:Display text for
current player "blah blah blah 1"
Center view on "location x"
Set death counter 'cutscene' to 0 for
Current PlayerPlayers:Force 1
Conditions:Death counter 'cutscene' is exactly
2 for
Current PlayerAction:Display text for
current player "blah blah blah 2"
Set death counter 'cutscene' to 0 for
Current PlayerAlso, for your own good, stick to the posting rules pls:
1. Topics shall have descriptive names. Topics with uninformative names such as "help" or "problem" will be closed immediately.
so this is the only way, seems really complicated, sorry bout that Im desperate =/
None.
Tip: Don't quote whole posts like that. People doing that extensively led to the quote function being removed on the Battleon Forums, which is annoying.
No, it's not the only way, I suggested using Remove Units to get rid of five of them...
None.
It's fine, he can quote
The remove unit thing would work, but you couldn't do it in the same trigger, it wouild require another trigger, although, yes, that would be easier than Nude's method, you could also just set a switch or a death count when you want the text to display, and have another separate displaying trigger, but if you want the method that uses the least space/resources, just adding a trigger to remove 5 works the best. The main problem with that is that if you don't know exactly how many players are in the map, there may be a problem.
None.
Grrr... You're right, you couldn't do it in the same trigger. But, I have yet another solution, and this one would actually work!
Players: 1-6
Conditions: Always
Action:
Center view on "location x"
Display text for current player: "blah blah blah"
Wait for 10000 milliseconds
Display text for current player: "blah blah blah"
Set Death Counter 'Cantina' for Player One to 1.
And a second trigger:
Players: P1
Conditions: Player One suffers 1 death of Cantina
Actions: Create one Terran Civilian for Player One at Location X
That should do it. (I think I messed up the syntax on the Deaths condition and Set Deaths action, can someone fix it?)
EDIT: And sorry for yelling about the quoting, it's just annoying on the BattleOn Forums not being able to quote.
None.
Just realized, we may be over-complicating things. Why not just set the second trigger to 'Always' and include a ten-second wait before we create the civ?
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Because waits cause wait blocks
Setting a death count for a separate trigger works fine, and that one death count can be used again and again.
None.
Man I am totally confused...
None.
Every player has a bunch of variables, one for each type of unit, known as Death Counts. Whenever one of your units dies, the corresponding Death Count goes up by one. (eg. If I had a Zealot die, my Zealot Death Count would have one added to it.) However, there is a trigger action that lets you set Death Counts manually, so people use them as variables, switches, and timers.
Anyway, here is exactly what you should do:
Trigger One:
Players: Force 1
Conditions: Always
Actions:
Center View for Current Player at Location X
Display Text for Current Player: <insert text here>
Wait for 10000 milliseconds
Display Text for Current Player: <insert text here>
Modify Death Count for Player 1: Set to 1 for Terran Beacon
Trigger Two:
Players: Player 1
Conditions: Player 1 has suffered exactly 1 deaths of Terran Beacon
Actions:
Modify Death Count for Player 1: Set to 0 for Terran Beacon
Create 1 Terran Civilian at Location X for Player 1
None.
Ok, Im a lot less confused now, thanks for clearing all that up. Thank you all for the help.
None.