Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Move Trigger not working?
Move Trigger not working?
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Mar 7 2010, 7:29 am
By: payne  

Mar 7 2010, 7:29 am payne Post #1

:payne:

You can download the map here (it's in the site's DLDB).

My triggers create invincible units in an isolated area until players choose their transporter-unit. Once that's done, the transporter is created invincible at that same area and then the trigger disable invincibility for [any unit] owned by the 'current player'. Finally, it moves all these units from that area to the level.

Somehow, the trigger doesn't seems to work properly...
If you want to take a look at it (the trigger) in the map, it's is the 3 very last triggers of 'Player 1', 'Player 2', etc., 'Player 5'.
Anything related to this level is under the same player's triggers.

For testing purposes, you must choose the Dropship level at start. Have fun trying to find out what the hell is going on D=

Post Scriptum: I am using 'Warp Gate' and 'Walls' DCs and some switches (07, 70, 71 and 72).
The 'Warp Gate' is for the number of units left to be chosen. The 'Walls' is for the Unit Package ID a player have chosen.

Thank you very much,
bg-payne

EDIT: I forgot to talk about the Locations emplacement: The level is at the Middle-Left and the choosing area is at the Middle-Right.
Any location related to this level starts with "7-1".

Post has been edited 1 time(s), last time on Mar 7 2010, 7:06 pm by payne.



None.

Mar 7 2010, 9:08 am Cinolt Post #2



the doodads in the middle are blocking the ground units



None.

Mar 7 2010, 7:21 pm payne Post #3

:payne:

Quote from name:yoonkwun
the doodads in the middle are blocking the ground units
I can't believe it was that simple, thank you. >.<
I wonder how comes the units wouldn't simply get moved and displaced though, anyone has ideas? Because usually, they do get moved and displaced... could this custom doodad make this trigger act weirdly? :O



None.

Mar 7 2010, 7:53 pm JaFF Post #4



If there was a unit blocking the location, the moved/created unit would be offset. If the unit is blocked by terrain or doodads, it does not work.



None.

Mar 7 2010, 7:59 pm payne Post #5

:payne:

Quote from JaFF
If there was a unit blocking the location, the moved/created unit would be offset. If the unit is blocked by terrain or doodads, it does not work.
Thanks.

Topic served its purpose.



None.

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[05:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[05:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[05:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[03:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
[2024-5-04. : 1:05 am]
Vrael -- I won't stand for people going around saying things like im not a total madman
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