I need help creating a trigger where when you MC the "ling"...ling spawn at your base ...same things with zealots, and marines, BUT when u MC ling, any spawning of lots/rines stop...what i have gotten so far it the ability to select 3 units...zealonts marines and lings...MCing them DOES cause the unit that was MCed to spawn units at base and stop spawn of the other units.. but MCing in the future does not cuase the unit to spawn at bass. so it only works once...-_-
any help very well appreciated
sheepin
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I'll make an example map... when I get back from school.
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Those switches are a waste. Just set a death count value to when you mind control a new unit and give the other 3 back to their original owner.
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hmm i think this should work
*ling spawn*:
\\conditions//
(player) brings exacly 1 ling at (location ur mcing the ling)
\\actions//
set switch : spawn ling ex: (switch 1)
clear switch : spawn zealot ex: (switch 2)
clear switch : spawn marine ex: (switch 3)
preserve trigger
comment (optional)
*ling spawn switch*
\\conditions//
switch spawn ling (switch 1) is set
\\actions//
create ling at (location)
wait (number of milliseconds of there is a wait)
preserve trigger
comment (optional)
then u simply repeat those triggers for other units but always clearing all the switchs that dont involve the unit u are trying to make spawn.
ah but if the switch is cleared, they wont set anymore?
so like if i choose ling...and want to change unit...then go to lot...but find out lots suck...then go back to ling...i can MC the ling but no longer get that unit spawn and the zealot spawn doesnt stop
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Maybe you forgot to preserve the trigger.
Just try O)MG's triggers, they should work.
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omg i for got the preserve trigs O_O *slap* thanks guys works now =D=D=D=D=D=D=D
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Yes, he's right, Death Counters would be so much more helpful.
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If you aren't using switches for anything else it wouldn't matter.
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They may be true, but you should always try to maximize trigger efficiency in anything you do. Using three separate switches for something that can be done with one death counter (which can also be more than just the three) is hardly efficient at all.
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Fwop_ i agree with u and Akar, please explain how this would work? like an example
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Fwop_ i agree with u and Akar, please explain how this would work? like an example
Gah, it doesn't like me, so I'll just redo the whole Example Map >.>
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Okay, this topic is going on for way too long on a simple trigger.
Basically, you have one death count, which keeps track of which unit you are spawning.
So I'll show a simple example for 3 units:
P1
If Current Player brings 1 Zerg Zergling to "MC Area"
Set Deaths of Kakaru for Current Player to 1
Give all men owned by player 1 at "MC Area" to Player 2
Preserve Trigger
P1
If Current Player brings 1 Protoss Zealot to "MC Area"
Set Deaths of Kakaru for Current Player to 2
Give all men owned by player 1 at "MC Area" to Player 2
Preserve Trigger
P1
If Current Player brings 1 Terran Firebat to "MC Area"
Set Deaths of Kakaru for Current Player to 3
Give all men owned by player 1 at "MC Area" to Player 2
Preserve Trigger
Now you simply make a trigger that simply creates a unit that corresponds with the amount of kakaru deaths.
Post has been edited 1 time(s), last time on Sep 1 2007, 3:14 pm by Falkoner.
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Sweeet! A trigger button!
Mmmk, yep, thats right.
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What you could do is make the MCable thing a hero and have it
conditions: player 1 commands 1 raynor marine
Actions: Creat 1 terran Marine at location x
and
conditions: player 1 commands 1 devouring one zergling
Actions: give all raynor marine to player 2
creat one zergling at location x
Mabrutha
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