Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Help with A Trigger
Help with A Trigger
Jul 21 2010, 3:01 pm
By: Cadia-  

Jul 21 2010, 3:01 pm Cadia- Post #1



I put a trigger to spawn a floor missile trap but it doesn't actually spawn does any one know why

the trigger i used:

Condition
Player 1 Kills at least 60 (Any Unit)

Actions
Create 1 Floor Missile Trap for Player 1 at Location 1
Display Text Message



None.

Jul 21 2010, 4:50 pm rockz Post #2

ᴄʜᴇᴇsᴇ ɪᴛ!

You can't create any unit not placeable as a unit in staredit in starcraft.

So no doodads (doors, traps), no unused units (cargo ship), no special heroes (mengsk), resource powerups (mineral chunk), subunits (alan turret), and other misc stuff (larvae, addons, eggs).



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 21 2010, 4:58 pm Azrael Post #3



What you can do is place the traps for P12, then give them to the player when they kill at least 60 units.

Edit: I just realized you said you can't create addons with triggers. You can.

Post has been edited 3 time(s), last time on Oct 12 2010, 12:25 pm by DevliN. Reason: Mineral abuse.




Jul 21 2010, 8:35 pm rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

They're immediately given to player 12 or something like that. The net result is that you can't place them for player 1.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 21 2010, 9:22 pm Azrael Post #5



Because they're not attached to a building, that's different than being unplaceable. The only issue with addons is that they can't be given to a player. The "create unit for player" works just fine, it's what happens shortly afterward that's the problem =P

Post has been edited 2 time(s), last time on Oct 12 2010, 12:00 pm by DevliN. Reason: Mineral abuse.




Jul 21 2010, 10:39 pm Lanthanide Post #6



Also, before you use a 'pre-placed' solution that involves moving floor traps: floor traps cannot be moved by "move unit" trigger action.

The ONLY way to move them is with arbiter recall. Thankfully you can use "AI cast recall here" script to control this how you want, however it takes ~14-15 death counts for the animation to play and you need an arbiter in the right spot etc, so it's not as clean as simply using "move unit" would be.



None.

Jul 21 2010, 11:11 pm Azrael Post #7



I did not know you can move traps with Recall, useful information.

Post has been edited 2 time(s), last time on Oct 12 2010, 12:00 pm by DevliN. Reason: Mineral abuse.




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Zoan -- of course it isn't full understanding. You could ask "is the mechanism by which this counterexample blows up the ONLY mechanism possible for an initial configuration to blow up?"
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Zoan -- ppl do it all the time in PDEs
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Zoan -- Heinermann
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Constructing a counterexample is answering the question: "Is Navier Stokes well posed?" in the negative
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NudeRaider -- I only heard about it, didn't any news article, so what did it do then?
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