Collapse Box
Trigger("Player 8"){
Conditions:
Always();
Actions:
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Preserve Trigger();
Comment("Hypers");
}
//-----------------------------------------------------------------//
Trigger("Player 8"){
Conditions:
Always();
Actions:
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Preserve Trigger();
Comment("Hypers");
}
//-----------------------------------------------------------------//
Trigger("Player 8"){
Conditions:
Always();
Actions:
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Preserve Trigger();
Comment("Hypers");
}
//-----------------------------------------------------------------//
Trigger("Player 8"){
Conditions:
Always();
Actions:
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Preserve Trigger();
Comment("Hypers");
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Switch("Switch1", set);
Command("Current Player", "Zerg Scourge", At least, 1);
Actions:
Move Location("Current Player", "Zerg Scourge", "Anywhere", "GridPlace");
Create Unit("Current Player", "Vulture Spider Mine", 1, "GridPlace");
Kill Unit At Location("Current Player", "Zerg Scourge", 1, "GridPlace");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Switch("Switch1", set);
Command("Current Player", "Protoss Observer", At least, 1);
Actions:
Move Location("Current Player", "Protoss Observer", "Anywhere", "GridPlace1");
Create Unit("Current Player", "Vulture Spider Mine", 1, "GridPlace1");
Kill Unit At Location("Current Player", "Protoss Observer", 1, "GridPlace1");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Player 1"){
Conditions:
Bring("Player 1", "Terran Civilian", "Beacon1", Exactly, 1);
Actions:
Kill Unit At Location("Current Player", "Terran Civilian", 1, "Beacon1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Create Unit("Current Player", "Protoss Observer", 1, "Grid1");
Create Unit("Current Player", "Zerg Scourge", 1, "Grid1");
Set Switch("Switch1", set);
Preserve Trigger();
Comment("Scourge");
}
//-----------------------------------------------------------------//
The larger the grid is, the more time they have to drift.
Lets say I'm using a 3x3 grid (observers and scourges) with the Remove Unit action, how would this affect the map limit in terms of sprites, units, etc?
Post has been edited 1 time(s), last time on Mar 31 2012, 11:39 am by SinistrouS.
None.