Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Units won't create.
Units won't create.
Apr 18 2011, 7:16 pm
By: Pr0nogo  

Apr 18 2011, 7:16 pm Pr0nogo Post #1



Switches 07 and 10 are linked to two different triggers. Both of these triggers are set to spawn units for P2 when the switches are set. Neither work.

The switches are set within other triggers, and other trigger actions in the same triggers work fine (for instance, Switch 07 is set in the same trigger as a transmission or three, and those transmissions work just fine).

The specific triggers are labeled as "<Satellite Claim>" and "<Giiralnesh's Arrival>" (for the switches) and "<Satellite Setup>" and "<Swarm Arrival>" (for the triggers governed by the switches | additionally, "<Swarm>" is linked to Switch 07 and doesn't function).

Any assistance would be appreciated.

http://www.mediafire.com/?x6m65n7zvvvzi08 (446.65 kB)




Apr 18 2011, 7:19 pm UnholyUrine Post #2



Transmissions may cause Wait blocks...
Personally, I haven't figured out how that works...

Why not use other switches?
or better yet, use Deathcounts as switches.



None.

Apr 18 2011, 7:51 pm JaFF Post #3



I don't have SC, but I'll look at your triggers if you post them. If you can make sure that the conditions are met at a specific trigger loop then it is a wait block as UU said.



None.

Apr 18 2011, 8:39 pm Pr0nogo Post #4



Code
Trigger("Zerg Swarm"){
Conditions:
    Bring("Zerg Swarm", "Men", "Satellite Zone", At least, 1);
    Bring("Terran Confederacy", "Men", "Satellite Zone", Exactly, 0);
    Bring("Terran Confederacy", "Buildings", "Satellite Zone", Exactly, 0);

Actions:
    Set Switch("Switch7", set);
    Center View("Satellite Relay");
    Order("Zerg Swarm", "Men", "Satellite Zone Move", "Satellite Zone Move", move);
    Set Mission Objectives("AOTC II \"RITES OF PASSAGE\"\r\n-Defend against the Confederate incursions.\r\n-Destroy the Pirate base.");
    Wait(1000);
    Mute Unit Speech();
    Transmission(Always Display, "\r\n          THE OVERMIND:\r\n               \"Excellent... Defenses are being established now. You can expect reinforcements\r\n               to arrive... shortly.\"", "Zerg Overmind", "Anywhere", Set To, 11323, "staredit\\wav\\Overmind2.wav", 11323);
    Transmission(Always Display, "\r\n          UNDERBRATE GIIRALNESH:\r\n               \"I have just acquired a solid frequency... Portions of our swarm shall arrive\r\n                every so often, and make a direct attack on the Confederate base. We shall\r\n                be there soon, Tuzor.\"", "Kukulza (Guardian)", "Anywhere", Set To, 8709, "staredit\\wav\\Giiralnesh1.wav", 8709);
    Transmission(Always Display, "\r\n          CEREBRATE TUZOR:\r\n               \"Excellent news! Cerebrates, continue to defend your hive clusters\"", "Zerg Cerebrate", "Anywhere", Set To, 4700, "staredit\\wav\\Tuzor8.wav", 4700);
    Unmute Unit Speech();
    Comment("<Satellite Claim>");


Code
Trigger("Zerg Swarm"){
Conditions:
    Switch("Switch7", set);
    Switch("Switch11", set);

Actions:
    Center View("Satellite Relay");
    Set Switch("Switch10", set);
    Wait(1000);
    Give Units to Player("Zerg Swarm", "Player 2", "Any unit", All, "Anywhere");
    Mute Unit Speech();
    Transmission(Always Display, "\r\n          UNDERBRATE GIIRALNESH:\r\n               \"Destruction of the Confederate Base is imminent... We have arrived.\"", "Kukulza (Guardian)", "Giiralnesh Spawn", Set To, 5172, "staredit\\wav\\Giiralnesh2.wav", 5172);
    Order("Player 2", "Men", "Satellite Discovery", "Key Command Centre", attack);
    Order("Player 2", "Men", "Swarm G", "Key Command Centre", attack);
    Transmission(Always Display, "\r\n          CEREBRATE TUZOR:\r\n               \"Behold, Cerebrates! The might of an entire air swarm! Watch as Giiralnesh\r\n                lays waste to the remnants of the Confederate base!\"", "Zerg Cerebrate", "Anywhere", Set To, 8507, "staredit\\wav\\Tuzor11.wav", 8507);
    Unmute Unit Speech();
    Comment("<Giiralnesh's Arrival>");


Code
Trigger("Player 2"){
Conditions:
    Switch("Switch7", set);

Actions:
    Wait(3000);
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 1");
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 2");
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 3");
    Wait(100);
    Kill Unit("Player 2", "Zerg Sunken Colony");
    Wait(100);
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 1");
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 2");
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 3");
    Wait(1500);
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 4");
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 5");
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 6");
    Wait(100);
    Kill Unit At Location("Player 2", "Zerg Sunken Colony", All, "Relay Sunken 4");
    Kill Unit At Location("Player 2", "Zerg Sunken Colony", All, "Relay Sunken 5");
    Kill Unit At Location("Player 2", "Zerg Sunken Colony", All, "Relay Sunken 6");
    Wait(100);
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 4");
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 5");
    Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 6");
    Wait(1500);
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 1");
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 2");
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 3");
    Wait(100);
    Kill Unit("Player 2", "Zerg Spore Colony");
    Wait(100);
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 1");
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 2");
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 3");
    Wait(1500);
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 4");
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 5");
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 6");
    Wait(100);
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 4");
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 5");
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 6");
    Wait(100);
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 4");
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 5");
    Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 6");
    Wait(1500);
    Create Unit("Player 2", "Zerg Creep Colony", 1, "Relay Ultralisk 1");
    Create Unit("Player 2", "Zerg Creep Colony", 1, "Relay Ultralisk 2");
    Wait(100);
    Kill Unit("Player 2", "Zerg Creep Colony");
    Wait(100);
    Create Unit("Player 2", "Zerg Ultralisk", 1, "Relay Ultralisk 1");
    Create Unit("Player 2", "Zerg Ultralisk", 1, "Relay Ultralisk 2");
    Wait(1500);
    Create Unit("Player 2", "Zerg Creep Colony", 1, "Relay Ultralisk 3");
    Create Unit("Player 2", "Zerg Creep Colony", 1, "Relay Ultralisk 4");
    Wait(100);
    Kill Unit("Player 2", "Zerg Creep Colony");
    Wait(100);
    Create Unit("Player 2", "Zerg Ultralisk", 1, "Relay Ultralisk 3");
    Create Unit("Player 2", "Zerg Ultralisk", 1, "Relay Ultralisk 4");
    Comment("<Satellite Setup>");


Code
Trigger("Player 2"){
Conditions:
    Switch("Switch10", set);

Actions:
    Kill Unit("Terran Confederacy", "Men");
    Create Unit("Player 2", "Zerg Mutalisk", 12, "Swarm A");
    Create Unit("Player 2", "Zerg Mutalisk", 12, "Swarm B");
    Create Unit("Player 2", "Zerg Guardian", 6, "Swarm C");
    Create Unit("Player 2", "Zerg Devourer", 6, "Swarm D");
    Create Unit("Player 2", "Zerg Devourer", 6, "Swarm E");
    Create Unit("Player 2", "Zerg Guardian", 6, "Swarm F");
    Create Unit("Player 2", "Zerg Mutalisk", 30, "Swarm G");
    Create Unit("Player 2", "Kukulza (Guardian)", 30, "Giiralnesh Spawn");
    Comment("<Swarm Arrival>");





Apr 18 2011, 9:05 pm TiKels Post #5



I'm almost positive it has to do with the waits. Like almost 100%.

Like it'd be a freak of nature if it wasn't.

Waits cause wait blocks, which cause other waits to freeze up. This is most likely your problem. Use deathcounts. There's no such thing as a deathcount block =P

Also transmissions can cause blocks too (as said) but I'm not sure how avoidable that is or exactly how they work.



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

Apr 18 2011, 9:07 pm Pr0nogo Post #6



Quote from TiKels
I'm almost positive it has to do with the waits. Like almost 100%.

Like it'd be a freak of nature if it wasn't.

Waits cause wait blocks, which cause other waits to freeze up. This is most likely your problem. Use deathcounts. There's no such thing as a deathcount block =P

Also transmissions can cause blocks too (as said) but I'm not sure how avoidable that is or exactly how they work.

I'd rather use things I understand. Also, these triggers have worked fine in other maps...

Don't wait blocks only delay triggers? This just NEVER HAPPENS, as opposed to being delayed.




Apr 18 2011, 9:10 pm JaFF Post #7



I can't remember the exact mechanics of it, but you're most likely experiencing the so called wait blocks. They appear when you have more than one wait action running for a specific player (use someone else to double-check this, I haven't mapped in years). I suggest you switch to death counters as your timer.

EDIT: it's much better for you to understand death counters because once you get into them, you get greater flexibility with little understanding required. It will make you more a advanced trigger designer. To operate waits safely you need understanding of how SC runs triggers and why wait blocks occur.



None.

Apr 18 2011, 9:34 pm Lanthanide Post #8



Quote from Pr0nogo
I'd rather use things I understand.
Time for you to learn how death counters work then. It's really not that hard.

People don't use death counters because they want to somehow be more "elite" at making maps or anything, they use them because they're the only timing system that is guaranteed to work flawlessly without lots of stuffing about with waits. They do take a little more effort than just using "wait" in all of your triggers, but because the outcomes are 100% predictable and not affected by other triggers (as in the case with 'waits'), they're the right tool for the job.

Bite the bullet. Learn.



None.

Apr 18 2011, 9:42 pm Dem0n Post #9

ᕕ( ᐛ )ᕗ

Death counts are godly. Like JaFF said, they allow for so much more greater flexibility. Also, you basically have an unlimited amount of DCs since you can use any unit owned by any player with any amount of deaths, whereas with switches, you only have 255 (or is it 256?). When adding or subtracting deaths, it takes almost exactly 1 second for 12 deaths to be added/subtracted (with hyper triggers, of course). So, if you wanted a 1 second wait, you would make your trigger like normal, but when you wanted to wait 1 second, you would set the death of some unit to 12 instead. That would be the end of you trigger. Then, make a trigger that subtracts 1 death and preserve it so that it keeps subtracting the deaths by 1. Then, make one last trigger with the condition being "[player] has exactly 1 death of [unit]" and then have the action be whatever you wanted after the wait from the original trigger. Sounds kind of complicated from the way I described it, but it's amazing.




Apr 18 2011, 9:43 pm Pr0nogo Post #10



Quote from Pr0nogo
Don't wait blocks only delay triggers?

So... Any direct answer on that?

I assume there's a tutorial on death counters somewhere within the wiki.

EDIT: The second P2 spawn trigger ("Swarm Arrival") doesn't have any waits in it. How do wait blocks affect that?




Apr 18 2011, 10:17 pm Raitaki Post #11



Quote from Pr0nogo
Quote from Pr0nogo
Don't wait blocks only delay triggers?

So... Any direct answer on that?

I assume there's a tutorial on death counters somewhere within the wiki.

EDIT: The second P2 spawn trigger ("Swarm Arrival") doesn't have any waits in it. How do wait blocks affect that?
Um, yes, but with a whole lot of wait triggers with similiar conditions can stack up to infinity. Each time SC comes to a wait, it just adds the miliseconds of waiting time to a "wait timer", runs all other triggers, then comes back later and wait. Now since all wait actions of the same player add to the same wait timer and they all cause SC to run all other triggers (except the ones who are still running, aka the ones that are "waiting"), any waits greater than 0 can add up to scary amounts of time. Thus you get the unholy wait block, and yes, it does affect every trigger you have in the map.



None.

Apr 18 2011, 10:31 pm rockz Post #12

ᴄʜᴇᴇsᴇ ɪᴛ!

wait blocks delay actions, and if the trigger is not finished because an action is being blocked, the trigger will not run again.

If the wait is virtually infinite (hyper triggers), then it essentially blocks them. If the wait is just stacked onto another wait, it will only delay it the sum of the two waits.

The second p2 spawn trigger has one switch (switch10), which is dependent on 2 switches (switch7 and switch11), which are dependent on having only 1 unit in a location and some unknown condition because you didn't post how switch11 gets set. If switch11 gets set after a wait, then there will be wait blocks for the spawn trigger.

If you use death counts, you essentially make a timer with counts ever 84 milliseconds if you use hyper triggers. You'll end up using more triggers, unfortunately. For now, move your hyper triggers to the end of the trigger list if you have them. If you do not have hyper triggers, I suggest you use them, and go through and fix all your triggers so that they do not use waits. Transmissions are waits too, but if the only waits you use are for dialog, then there won't be a problem. However, you can also use the "display portrait" action, along with playwav, display text, and minimap ping in order to duplicate a transmission (except for the selection circle underneath the unit).



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

Apr 18 2011, 10:33 pm Pr0nogo Post #13



What I got out of both of your posts was that the situation could be solved by making a trigger that goes like this:

Trigger
Players
  • All Players
  • Conditions
  • Switch 07 is set
  • Actions
  • Set Switch 07
  • Preserve Trigger
  • Comment "<Perpetual Switching>"


  • ...and doing likewise for all necessary switches. Since they're never cleared, that'd work, yes?

    The reason I ask is because I'd rather just solve this without death counters and use death counters on any other projects I need them in.




    Apr 18 2011, 10:38 pm rockz Post #14

    ᴄʜᴇᴇsᴇ ɪᴛ!

    I don't know how you got that.

    if switch7 is set there is no reason to set switch7.

    There is no way to completely solve this without using death counters or no waits.



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

    Apr 18 2011, 10:40 pm Pr0nogo Post #15



    Quote from rockz
    I don't know how you got that.

    if switch7 is set there is no reason to set switch7.

    There is no way to completely solve this without using death counters or no waits.

    Here's what I mean.

    If Switch 07 is set, and the trigger still isn't functioning due to waits, perpetually [clearing and?] setting the switch will eventually cause the action. Same with Switch 10.




    Apr 18 2011, 10:51 pm UnholyUrine Post #16



    http://www.staredit.net/?p=oldwiki&s=20 - Death Counters
    and
    http://www.staredit.net/?p=oldwiki&s=2 - Wait Blocks

    waits and transmissions may stack with each other..

    EDIT:
    Where does Switch 11 come in?



    None.

    Apr 18 2011, 10:59 pm Lanthanide Post #17



    If you want these triggers to always run, just use the Always() condition. There's no point having a trigger always set a switch to true, and then having another trigger check that switch. Just skip the middle man.



    None.

    Apr 18 2011, 11:07 pm Pr0nogo Post #18



    Code
    Trigger("Zerg Swarm"){
    Conditions:
        Bring("Zerg Swarm", "Men", "Satellite Zone", At least, 1);
        Bring("Terran Confederacy", "Men", "Satellite Zone", Exactly, 0);
        Bring("Terran Confederacy", "Buildings", "Satellite Zone", Exactly, 0);

    Actions:
        Set Deaths("Player 2", "Terran Marine", Set To, 1000);
        Center View("Satellite Relay");
        Order("Zerg Swarm", "Men", "Satellite Zone Move", "Satellite Zone Move", move);
        Set Mission Objectives("AOTC II \"RITES OF PASSAGE\"\r\n-Defend against the Confederate incursions.\r\n-Destroy the Pirate base.");
        Wait(1000);
        Mute Unit Speech();
        Transmission(Always Display, "\r\n          THE OVERMIND:\r\n               \"Excellent... Defenses are being established now. You can expect reinforcements\r\n               to arrive... shortly.\"", "Zerg Overmind", "Anywhere", Set To, 11323, "staredit\\wav\\Overmind2.wav", 11323);
        Transmission(Always Display, "\r\n          UNDERBRATE GIIRALNESH:\r\n               \"I have just acquired a solid frequency... Portions of our swarm shall arrive\r\n                every so often, and make a direct attack on the Confederate base. We shall\r\n                be there soon, Tuzor.\"", "Kukulza (Guardian)", "Anywhere", Set To, 8709, "staredit\\wav\\Giiralnesh1.wav", 8709);
        Transmission(Always Display, "\r\n          CEREBRATE TUZOR:\r\n               \"Excellent news! Cerebrates, continue to defend your hive clusters\"", "Zerg Cerebrate", "Anywhere", Set To, 4700, "staredit\\wav\\Tuzor8.wav", 4700);
        Unmute Unit Speech();
        Set Switch("Switch12", set);
        Comment("<Satellite Claim>");


    Code
    Trigger("Zerg Swarm"){
    Conditions:
        Switch("Switch7", set);
        Switch("Switch11", set);

    Actions:
        Center View("Satellite Relay");
        Set Deaths("Player 2", "Terran Medic", Set To, 1000);
        Wait(1000);
        Mute Unit Speech();
        Transmission(Always Display, "\r\n          UNDERBRATE GIIRALNESH:\r\n               \"Destruction of the Confederate Base is imminent... We have arrived.\"", "Kukulza (Guardian)", "Giiralnesh Spawn", Set To, 5172, "staredit\\wav\\Giiralnesh2.wav", 5172);
        Order("Player 2", "Men", "Satellite Discovery", "Key Command Centre", attack);
        Order("Player 2", "Men", "Swarm G", "Key Command Centre", attack);
        Transmission(Always Display, "\r\n          CEREBRATE TUZOR:\r\n               \"Behold, Cerebrates! The might of an entire air swarm! Watch as Giiralnesh\r\n                lays waste to the remnants of the Confederate base!\"", "Zerg Cerebrate", "Anywhere", Set To, 8507, "staredit\\wav\\Tuzor11.wav", 8507);
        Unmute Unit Speech();
        Set Switch("Switch13", set);
        Comment("<Giiralnesh's Arrival>");


    Those are the new 'death count' triggers.

    Code
    Trigger("Player 2"){
    Conditions:
        Deaths("Player 2", "Terran Marine", Exactly, 1000);

    Actions:
        Wait(3000);
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 1");
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 2");
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 3");
        Wait(100);
        Kill Unit("Player 2", "Zerg Sunken Colony");
        Wait(100);
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 1");
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 2");
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 3");
        Wait(1500);
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 4");
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 5");
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 6");
        Wait(100);
        Kill Unit At Location("Player 2", "Zerg Sunken Colony", All, "Relay Sunken 4");
        Kill Unit At Location("Player 2", "Zerg Sunken Colony", All, "Relay Sunken 5");
        Kill Unit At Location("Player 2", "Zerg Sunken Colony", All, "Relay Sunken 6");
        Wait(100);
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 4");
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 5");
        Create Unit("Player 2", "Zerg Sunken Colony", 1, "Relay Sunken 6");
        Wait(1500);
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 1");
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 2");
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 3");
        Wait(100);
        Kill Unit("Player 2", "Zerg Spore Colony");
        Wait(100);
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 1");
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 2");
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 3");
        Wait(1500);
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 4");
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 5");
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 6");
        Wait(100);
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 4");
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 5");
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 6");
        Wait(100);
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 4");
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 5");
        Create Unit("Player 2", "Zerg Spore Colony", 1, "Relay Spore 6");
        Wait(1500);
        Create Unit("Player 2", "Zerg Creep Colony", 1, "Relay Ultralisk 1");
        Create Unit("Player 2", "Zerg Creep Colony", 1, "Relay Ultralisk 2");
        Wait(100);
        Kill Unit("Player 2", "Zerg Creep Colony");
        Wait(100);
        Create Unit("Player 2", "Zerg Ultralisk", 1, "Relay Ultralisk 1");
        Create Unit("Player 2", "Zerg Ultralisk", 1, "Relay Ultralisk 2");
        Wait(1500);
        Create Unit("Player 2", "Zerg Creep Colony", 1, "Relay Ultralisk 3");
        Create Unit("Player 2", "Zerg Creep Colony", 1, "Relay Ultralisk 4");
        Wait(100);
        Kill Unit("Player 2", "Zerg Creep Colony");
        Wait(100);
        Create Unit("Player 2", "Zerg Ultralisk", 1, "Relay Ultralisk 3");
        Create Unit("Player 2", "Zerg Ultralisk", 1, "Relay Ultralisk 4");
        Comment("<Satellite Setup>");


    Code
    Trigger("Player 2"){
    Conditions:
        Deaths("Player 2", "Terran Medic", Exactly, 1000);

    Actions:
        Kill Unit("Terran Confederacy", "Men");
        Create Unit("Player 2", "Zerg Mutalisk", 12, "Swarm A");
        Create Unit("Player 2", "Zerg Mutalisk", 12, "Swarm B");
        Create Unit("Player 2", "Zerg Guardian", 6, "Swarm C");
        Create Unit("Player 2", "Zerg Devourer", 6, "Swarm D");
        Create Unit("Player 2", "Zerg Devourer", 6, "Swarm E");
        Create Unit("Player 2", "Zerg Guardian", 6, "Swarm F");
        Create Unit("Player 2", "Zerg Mutalisk", 30, "Swarm G");
        Create Unit("Player 2", "Kukulza (Guardian)", 30, "Giiralnesh Spawn");
        Comment("<Swarm Arrival>");


    Those are the new P2 triggers.

    It still doesn't work.

    EDIT: Something tells me I really misunderstood the concept of death counters. Gonna try another quick thing and re-edit this post.




    Apr 18 2011, 11:19 pm UnholyUrine Post #19



    Yeah you did :bleh:

    Death Counters CAN be used as switches, but in this case, we're telling to use Death Counters instead of Waits.



    None.

    Apr 18 2011, 11:21 pm Pr0nogo Post #20



    Quote from UnholyUrine
    Yeah you did :bleh:

    Death Counters CAN be used as switches, but in this case, we're telling to use Death Counters instead of Waits.

    The only waits [in that trigger] I had were the 'wait 100s'. Do I need to remove ALL waits in the ENTIRE map?

    EDIT: And if so, how would I do that? Is what I did with the switches what I need to do for everything currently governed by waits?




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    m.0.n.3.y -- Maybe because it's an EUD map?
    [03:27 am]
    m.0.n.3.y -- Can't upload maps to the DB. Error says "The action you have performed caused an Error". Any word?
    [2024-4-25. : 7:46 am]
    RIVE -- :wob:
    [2024-4-22. : 6:48 pm]
    Ultraviolet -- :wob:
    [2024-4-21. : 1:32 pm]
    Oh_Man -- I will
    [2024-4-20. : 11:29 pm]
    Zoan -- Oh_Man
    Oh_Man shouted: yeah i'm tryin to go through all the greatest hits and get the runs up on youtube so my senile ass can appreciate them more readily
    You should do my Delirus map too; it's a little cocky to say but I still think it's actually just a good game lol
    [2024-4-20. : 8:20 pm]
    Ultraviolet -- Goons were functioning like stalkers, I think a valk was made into a banshee, all sorts of cool shit
    [2024-4-20. : 8:20 pm]
    Ultraviolet -- Oh wait, no I saw something else. It was more melee style, and guys were doing warpgate shit and morphing lings into banelings (Infested terran graphics)
    Please log in to shout.


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