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[2017-7-16. : 12:52 am] jjf28 -- LarwaLarwa shouted: and another question, before the game starts there is something like "objectives" I type some information there but it doesn't want to scroll and there is shown only the 1/2 of what I have written set the milliseconds you diplay text for higher[2017-7-16. : 12:50 am] jjf28 -- not something you'll necessarily need to know, but knowing it will solve half your problems ![]() [2017-7-16. : 12:50 am] Dem0n -- so all of player 1's triggers will run, in order from top to bottom, before player 2's, and so on[2017-7-16. : 12:49 am] Dem0n -- triggers run in order going top to bottom, starting at player 1 and ending at player 8[2017-7-16. : 12:48 am] Larwa -- jjf28jjf28 shouted: every 2 seconds a "trigger cycle" will fire, during the trigger cycle all triggers owned by p1/p1's force/all players (with p1 as current player), then all triggers owned by p2/p2's force/all players (with p2 as current player),... then all triggers owned by p8/p8's force/all players (with p8 as current player) I am newbe at this, I need it explained simply as possible xd[2017-7-16. : 12:47 am] jjf28 -- every 2 seconds a "trigger cycle" will fire, during the trigger cycle all triggers owned by p1/p1's force/all players (with p1 as current player), then all triggers owned by p2/p2's force/all players (with p2 as current player),... then all triggers owned by p8/p8's force/all players (with p8 as current player)[2017-7-16. : 12:47 am] Larwa -- and another question, before the game starts there is something like "objectives" I type some information there but it doesn't want to scroll and there is shown only the 1/2 of what I have written[2017-7-16. : 12:45 am] Larwa -- ok done, and current players in "action" it has to be "current player" not a force in which there are all players right?[2017-7-16. : 12:44 am] Larwa -- Ok I have done literally the same as you done on your screenshot, and If I set the trigger for "current player" on the first stage of making a trigger is it going to be working for all players?[2017-7-16. : 12:37 am] Larwa -- I am not sure if it will be avaiable in X-tra or I just can't find it[2017-7-16. : 12:37 am] Larwa -- ok, and I can't see the trigger for modify the death counter how is the trigger called?[2017-7-16. : 12:35 am] Dem0n -- Just use some unit that can't die in your map like vespene geyser or something[2017-7-16. : 12:35 am] Dem0n -- it's an unused unit. it might only be available in scmdraft now that I think about it[2017-7-16. : 12:33 am] Larwa -- Can I change the current player for The Group of players? Cuz it has to count the mission as done for all players[2017-7-16. : 12:28 am] Larwa -- can you make it and make a screenshot? I would like to see how it exactly looks like and sorry for taking your time[2017-7-16. : 12:26 am] Dem0n -- So if you want to use death counters, let's say a death of 1 Cantina means you're on mission 1. I'd add that a condition to that trigger ("Player has exactly 1 death of Cantina"). Then, at the end of the trigger, set the death of Cantina to 2 for the current player, and then make a new trigger that has the condition "Player has exactly 2 death of Cantina" and do whatever for the actions[2017-7-16. : 12:24 am] Larwa -- It has to look like, when players kill all the things which I set sunkens, lurkers and hatchery and shit the quest will be completed[2017-7-16. : 12:24 am] Larwa -- and can you have a look for the highlighted one? : https://scr.hu/GWG016[2017-7-16. : 12:22 am] Larwa -- ok done, and can I have the same with hydre in the same trigger? but different building has to be destroyed to stop the spawn of hydre?[2017-7-16. : 12:20 am] Dem0n -- Make the condition "Player 7 brings at least 1 hatchery to 'Base 1 Mission'"[2017-7-16. : 12:20 am] Dem0n -- Is the hatchery that you want to be killed in the "Base 1 Mission" location?[2017-7-16. : 12:19 am] Larwa -- I am making it in x-tra cuz the one that we've been talking about are just too advanced for me I hope it will be working[2017-7-16. : 12:15 am] Larwa -- and as long the hatchery lasts on the location the lings will be spawning[2017-7-16. : 12:15 am] Larwa -- Cuz the players have to kill the hatchery which owns computer and then after killing the hatchery by the players the spawn will stop[2017-7-16. : 12:15 am] Dem0n -- But actually if there's a location on top of the hatchery, you can make the condition "player brings at least 1 hatchery to location"[2017-7-16. : 12:14 am] Dem0n -- It'd be for whoever owns the hatchery, which I'm guessing is the computer.[2017-7-16. : 12:13 am] Larwa -- The trigger isn't working the one with death counts on Hatchery, do I have to se the death count on hatchery for player or for computer?[2017-7-16. : 12:10 am] Larwa -- Dem0n do you have team speak? cuz I need help with few triggers and I have some questions[2017-7-16. : 12:07 am] Dem0n -- The first one, yes, but I'm not sure what the second one will actually do since it's a script for a specific campaign mission. Also, you should only run one script per base.[2017-7-16. : 12:06 am] Larwa -- ok, and did I add the right scripts for the computer to eat the minerals, make buildings, unites and send the atack?[2017-7-16. : 12:05 am] Dem0n -- Depends on which scripts you're using, but to give AI to the computer, you only need to do it once[2017-7-16. : 12:03 am] Larwa -- The drones are eatign the minerals, but after few times they are staying on front of hatchery |
O)FaRTy1billion[MM], ihjel