[SOLVED] Drop Pods
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An artist's depiction of an Extended Unit Death
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Almost all input values in a trigger event/condition/action can be stored into a variable. If you need to use something more than once, store it into a variable.
It would just be the variable name where he's been trying things like (Last Created Unit). ![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
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Addicted to SEN Games -Add more!-
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The following trigger did -not- work.
CodeDrop Events Local Variables X = 0.0 <Real> Y = 0.0 <Real> Point = No Point <Point> Conditions Actions Unit - Create 1 Rich Mineral Field for player 0 at (Center of Region 001) using default facing (Ignore Placement) Campaign - Create Zerg drop pod at (Random point in [BR] Meteor Zone) with (Last created units) (Wait until it finishes) Variable - Set X = (X of (Position of (Last created unit))) Variable - Set Y = (Y of (Position of (Last created unit))) Variable - Set Point = (Point(X, Y)) Region - Move Meteor Reveal to Point General - Pick each integer from 1 to 8, and do (Actions) Actions Visibility - Reveal Meteor Reveal for player (Picked integer) for 3.0 seconds and Do Not check cliff level Ping - Ping the minimap at Point for (All players) over 2.0 seconds, using the color (100%, 0%, 0%) ![]() ![]() ![]() ![]() ![]() ![]() |
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Nothing yet! Almost done. Very powerful, very strong.
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I would use something like this.
Code Events TriggerAddEventMapInit() Local Variables point = null <point> droppod = null <unit> Conditions Aactions CreateUnitsWithDefaultFacing(1,"ZergDropPod",c_unitCreateIgnorePlacement,1,(RegionRandomPoint(Region 001))) SetVariable(point,(UnitGetPosition((UnitLastCreated())))) SetVariable(droppod,(UnitLastCreated())) Wait(2.6,c_timeGame) CreateUnitsWithDefaultFacing(1,"RichMineralField",c_unitCreateIgnorePlacement,1,point) Wait(5.0,c_timeGame) UnitKill(droppod) ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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An artist's depiction of an Extended Unit Death
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That's what the triggers look like when you view raw data (hotkey Ctrl+D).
![]() ![]() ![]() ![]() ![]() ![]() Learn how to make EUDs: [EUD] A Mapmaker's Guide for Creating EPDs
Don't like learning? EUDGen2 Other stuff: Farlap Bound Maker [EUD] EUPCalc SC1 Maps: Dash: 1 2 3 4 5 6 7 8 9 X Jog: Original Warp Other: Super Mario SC Fireball Guard Your Civilian Strength Contest Interceptor Arena |
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Addicted to SEN Games -Add more!-
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I would use something like this. Code Events TriggerAddEventMapInit() Local Variables point = null <point> droppod = null <unit> Conditions Aactions CreateUnitsWithDefaultFacing(1,"ZergDropPod",c_unitCreateIgnorePlacement,1,(RegionRandomPoint(Region 001))) SetVariable(point,(UnitGetPosition((UnitLastCreated())))) SetVariable(droppod,(UnitLastCreated())) Wait(2.6,c_timeGame) CreateUnitsWithDefaultFacing(1,"RichMineralField",c_unitCreateIgnorePlacement,1,point) Wait(5.0,c_timeGame) UnitKill(droppod) How do I use GalaxyCode? ![]() ![]() ![]() ![]() ![]() ![]() |
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Nothing yet! Almost done. Very powerful, very strong.
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I would use something like this. Code Events TriggerAddEventMapInit() Local Variables point = null <point> droppod = null <unit> Conditions Aactions CreateUnitsWithDefaultFacing(1,"ZergDropPod",c_unitCreateIgnorePlacement,1,(RegionRandomPoint(Region 001))) SetVariable(point,(UnitGetPosition((UnitLastCreated())))) SetVariable(droppod,(UnitLastCreated())) Wait(2.6,c_timeGame) CreateUnitsWithDefaultFacing(1,"RichMineralField",c_unitCreateIgnorePlacement,1,point) Wait(5.0,c_timeGame) UnitKill(droppod) How do I use GalaxyCode? That wouldn't help you unless you understand German. That trigger already gives you every information you need. Short explanation what the trigger does: Create 1 droppod @ random point, locally store point and droppod unit, wait 2.6 game seconds, create rich mineral field (ignore placement), wait 5 game seconds, kill droppod unit. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Nothing yet! Almost done. Very powerful, very strong.
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"droppod" represents the unit that is spawned by the Drop Pod or the Drop Pod itself? EDIT: I see you manually create the Rich Mineral Field after calling the Drop Pod. Am I supposed to understand that your Drop Pod isn't dropping any unit? And obviously my method is working for triggered spawns... ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Addicted to SEN Games -Add more!-
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"droppod" represents the unit that is spawned by the Drop Pod or the Drop Pod itself? EDIT: I see you manually create the Rich Mineral Field after calling the Drop Pod. Am I supposed to understand that your Drop Pod isn't dropping any unit? And obviously my method is working for triggered spawns... EDIT: Everything worked perfectly. Thanks. This post was edited 1 time, last edit by payne: Dec 31 2010, 5:15 am. ![]() ![]() ![]() ![]() ![]() ![]() |