Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Moving explosions for any units that are scourges?
Moving explosions for any units that are scourges?
Jul 11 2018, 2:57 am
By: Nib-  

Jul 11 2018, 2:57 am Nib- Post #1



How would you make it so that any explosion that is a scourge has a unit exploding on top/next to it? I would assume you could preserve triggers but how would the location triggering work for multiple scourges? Or could you use the Anywhere trigger?



None.

Jul 11 2018, 3:58 am Lanthanide Post #2



I'm not entirely sure what you're asking here.

Are you wanting to display orange explosion graphics on top of scourges as they move around the map? And then when the scourge dies, the explosions stop being drawn for that scourge? And you want to do this for arbitrarily many scourges owned by an individual player, in arbitrary positions on the map?

Doing it on an arbitrary number of scourges owned by the same player in the same area of a map is not possible with conventional triggering, assuming you want the player to have control over the scourges. It can be done for 1 scourge owned by a particular player in specific locations on the map, so you could have say 10 scourges owned by a player if they are each in 1 of the 10 locations separately. The reason for the 'if you want the player to have control over the scourges' caveat is that a technique does exist to handle multiple scourges, but it prevents the player from being able to select (and therefore command) the scourge, so it ends up being infeasible.

It can be done with EUD triggering, but you need 1700 triggers to check each unit index to see if it's a scourge. Then you move a location on top of the scourge using EUD actions to edit the location co-ordinates directly, thus allowing you to put explosions on arbitrarily many scourges at once. Although copying the location co-ordinates takes about another ~12 triggers as well, so you end up with a huge number of triggers to achieve this. It would make your map about 500kb larger, just for all the triggers.

Post has been edited 2 time(s), last time on Jul 11 2018, 4:32 am by Lanthanide.



None.

Jul 11 2018, 4:20 am Dem0n Post #3

ᕕ( ᐛ )ᕗ

Are you trying to make something where each player can shoot a projectile (the scourge) across the map? If so, you could make the scourge for each player, though they may be able to divert it off its course if it's not constantly being sent to its destination.



Memes gather, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the memer on the walls. I am the shield that guards the realms of memes. I pledge my life and honor to the Meme's Watch, for this meme and all the memes to come.

Jul 11 2018, 5:35 am Nib- Post #4



Sorry let me clarify. I meant that any scourge flying across the map owned by a computer would basically have it centered with explosions happening as it moved. (Giving it a missile effect). I was wondering if it was possible to do it for multiple scourges since centering a location around a scourge would only work one at a time.



None.

Jul 11 2018, 6:28 am NudeRaider Post #5

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

That's easy. Cycle through the scourges: Center on one, do your stuff, give to another player (can be 9+), center on the next, give to the other player, until no scourge for the original player is left, then give all the scourges back.

Makes the scourges unselectable.

You need as many copies of the trigger as you have maximum scourges.




Jul 11 2018, 4:31 pm Nib- Post #6



Quote from NudeRaider
That's easy. Cycle through the scourges: Center on one, do your stuff, give to another player (can be 9+), center on the next, give to the other player, until no scourge for the original player is left, then give all the scourges back.

Makes the scourges unselectable.

You need as many copies of the trigger as you have maximum scourges.

Would this work if you need constant explosions to happen? Also I thought players 9+ don't work for triggers?



None.

Jul 11 2018, 4:55 pm Dem0n Post #7

ᕕ( ᐛ )ᕗ

Players 9-12 can't own triggers, but they can still be used for stuff like this. You can easily give units to neutral players and then give them back to actual computer players. Depending on how many scourges there are, you may notice a delay in the explosions if the trigger has to cycle through a bunch of scourges, but overall, it should work well.



Memes gather, and now my watch begins. It shall not end until my death. I shall take no wife, hold no lands, father no children. I shall wear no crowns and win no glory. I shall live and die at my post. I am the sword in the darkness. I am the memer on the walls. I am the shield that guards the realms of memes. I pledge my life and honor to the Meme's Watch, for this meme and all the memes to come.

Jul 11 2018, 9:16 pm Lanthanide Post #8



Note that excessive giving between P1-8 and P9-11 seems to eventually screw up unit AI behaviour for units owned by P1-8. So I recommend giving between P1-8 and P12 and back (no observed problems).

P9-11 are fine for giving buildings to and back.



None.

Jul 12 2018, 5:49 am NudeRaider Post #9

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Nib-
Would this work if you need constant explosions to happen? Also I thought players 9+ don't work for triggers?
As I noted you need as many triggers as maximum scourges. So there will be one trigger per scourge that's firing every loop. So yes, it'll work.
Noticeable slowdown is of course (also) dependent on the hardware, but guessing wildly I wouldn't expect it to impact performance before you hit several hundred scourges. You can easily make a test version of your map to test performance. Just copy triggers and scourges as many times as you want and see what happens.




Jul 14 2018, 3:15 am Nib- Post #10



Quote from NudeRaider
Quote from Nib-
Would this work if you need constant explosions to happen? Also I thought players 9+ don't work for triggers?
As I noted you need as many triggers as maximum scourges. So there will be one trigger per scourge that's firing every loop. So yes, it'll work.
Noticeable slowdown is of course (also) dependent on the hardware, but guessing wildly I wouldn't expect it to impact performance before you hit several hundred scourges. You can easily make a test version of your map to test performance. Just copy triggers and scourges as many times as you want and see what happens.


Any chance you can give me an example of triggers that would work for this? I'm trying to come up with some triggers and I end up with creating like 5 to 6 triggers for one scourage without getting the behavior I want.



None.

Jul 14 2018, 10:53 am NudeRaider Post #11

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from Nib-
Any chance you can give me an example of triggers that would work for this? I'm trying to come up with some triggers and I end up with creating like 5 to 6 triggers for one scourage without getting the behavior I want.
There's not much else to it other than what I already said, but here you go:
(Oh I think I just realized your problem. I didn't clarify which actions go together in one trigger, and which trigger needs to be repeated.)

Process Scourge Original
Players

  • Player 8
  • Conditions

  • Current Player brings at least 1 scourge to Anywhere
  • Actions

  • Center location 1px on scourge of Current Player
  • Give 1 scourge at 1px to player 12 (Neutral)
  • Create 1 wraith at 1px for Current Player
  • Kill 1 wraith at 1px for Current Player
  • Preserve



  • Process Scourge Copy 1
    Players

  • Player 8
  • Conditions

  • Current Player brings at least 1 scourge to Anywhere
  • Actions

  • Center location 1px on scourge of Current Player
  • Give 1 scourge at 1px to player 12 (Neutral)
  • Create 1 wraith at 1px for Current Player
  • Kill 1 wraith at 1px for Current Player
  • Preserve


  • Process Scourge Copy 2
    Players

  • Player 8
  • Conditions

  • Current Player brings at least 1 scourge to Anywhere
  • Actions

  • Center location 1px on scourge of Current Player
  • Give 1 scourge at 1px to player 12 (Neutral)
  • Create 1 wraith at 1px for Current Player
  • Kill 1 wraith at 1px for Current Player
  • Preserve


  • [... until Copy n where n = max simultaneous number of scourges]


    Give scourges back to original player
    Players

  • Player 8
  • Conditions

  • Always
  • Actions

  • Give all scourge of player 12 (Neutral) at Anywhere to Current Player
  • Preserve


  • Notes:
    • Order matters. The last trigger that gives back all the scourges has to run last, for obvious reasons.
    • P12 (Neutral) is the player who owns units of left or defeated players. So if players other than P8 can own scourges it's recommended to have a cleanup trigger running before the first trigger that removes the extra scourges in the event a player leaves. Alternatively, if you can live with potentially screwed up unit AIs you can use any of the player 9-11 to give the scourges to.
    • P8 as trigger owner was randomly chosen. Any player 1 through 8 will work. Computer players work best for reliability


    Post has been edited 2 time(s), last time on Jul 14 2018, 11:06 am by NudeRaider.




    Jul 14 2018, 6:44 pm Nib- Post #12



    Nuderaider - Any idea why the trigger might not be working? Can't seem to get the explosions to happen other than the far right scourge.

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
    Bring("Player 8", "Zerg Scourge", "Anywhere", At least, 1);

    Actions:
    Move Location("Player 8", "Zerg Scourge", "Anywhere", "Scourge-1");
    Give Units to Player("Player 8", "Player 9", "Zerg Scourge", All, "Anywhere");
    Create Unit("Player 8", "Terran Valkyrie", 1, "Scourge-1");
    Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
    Bring("Player 8", "Zerg Scourge", "Anywhere", At least, 1);

    Actions:
    Move Location("Player 8", "Zerg Scourge", "Anywhere", "Scourge-1");
    Give Units to Player("Player 8", "Player 9", "Zerg Scourge", All, "Anywhere");
    Create Unit("Player 8", "Terran Valkyrie", 1, "Scourge-1");
    Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
    Bring("Player 8", "Zerg Scourge", "Scourge-1", At least, 1);
    Bring("Foes", "Any unit", "Scourge-1", At least, 1);

    Actions:
    Create Unit("Player 8", "Infested Terran", 1, "Scourge-1");
    Kill Unit At Location("Player 8", "Zerg Scourge", 1, "Scourge-1");
    Create Unit("Player 8", "Terran Valkyrie", 3, "Scourge-1");
    Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
    Always();
    Switch("Switch1", set);

    Actions:
    Give Units to Player("Player 9", "Player 8", "Zerg Scourge", All, "Anywhere");
    Kill Unit("Player 8", "Terran Valkyrie");
    Preserve Trigger();
    Order("Player 8", "Zerg Scourge", "Anywhere", "Building Disabler", patrol);
    }

    //-----------------------------------------------------------------//



    None.

    Jul 14 2018, 8:23 pm O)FaRTy1billion[MM] Post #13

    👻 👾 👽 💪

    Code
    Give Units to Player("Player 8", "Player 9", "Zerg Scourge", All, "Anywhere");
    Looks like you are giving all scourges at anywhere on the first trigger, instead of at scourge-1.


    Also you can use binary-countoff-style triggers to support more scourges with fewer triggers. For example, this is 6 triggers but supports up to 31 scourges:
    Code
    Trigger("Player 8"){
    Conditions:
        Command("Current Player", "Zerg Scourge", At least, 16);

    Actions:
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
        Command("Current Player", "Zerg Scourge", At least, 8);

    Actions:
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
        Command("Current Player", "Zerg Scourge", At least, 4);

    Actions:
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
        Command("Current Player", "Zerg Scourge", At least, 2);

    Actions:
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
        Command("Current Player", "Zerg Scourge", At least, 1);

    Actions:
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    // kill all valkyries at once, and give the scourges back
    Trigger("Player 8"){
    Conditions:
        Always();

    Actions:
        Kill Unit("Current Player", "Terran Valkyrie");
        Give Units to Player("Player 9", "Current Player", "Zerg Scourge", All, "Anywhere");
        Preserve Trigger();
    }


    I also uploaded my sample map just in case you were interested. It just spawns a scourge, junk yard dogs it, and then periodically does another junk yard dog to keep the ones that stop moving.

    Attachments:
    explos.scm
    Hits: 1 Size: 42.47kb



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    Jul 15 2018, 1:22 am Nib- Post #14



    Quote from O)FaRTy1billion[MM]
    Code
    Give Units to Player("Player 8", "Player 9", "Zerg Scourge", All, "Anywhere");
    Looks like you are giving all scourges at anywhere on the first trigger, instead of at scourge-1.


    Also you can use binary-countoff-style triggers to support more scourges with fewer triggers. For example, this is 6 triggers but supports up to 31 scourges:
    Code
    Trigger("Player 8"){
    Conditions:
        Command("Current Player", "Zerg Scourge", At least, 16);

    Actions:
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
        Command("Current Player", "Zerg Scourge", At least, 8);

    Actions:
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
        Command("Current Player", "Zerg Scourge", At least, 4);

    Actions:
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
        Command("Current Player", "Zerg Scourge", At least, 2);

    Actions:
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    Trigger("Player 8"){
    Conditions:
        Command("Current Player", "Zerg Scourge", At least, 1);

    Actions:
        Move Location("Current Player", "Zerg Scourge", "Anywhere", "Location 1");
        Create Unit("Current Player", "Terran Valkyrie", 1, "Location 1");
        Give Units to Player("Current Player", "Player 9", "Zerg Scourge", 1, "Location 1");
        Preserve Trigger();
    }

    //-----------------------------------------------------------------//

    // kill all valkyries at once, and give the scourges back
    Trigger("Player 8"){
    Conditions:
        Always();

    Actions:
        Kill Unit("Current Player", "Terran Valkyrie");
        Give Units to Player("Player 9", "Current Player", "Zerg Scourge", All, "Anywhere");
        Preserve Trigger();
    }




    I also uploaded my sample map just in case you were interested. It just spawns a scourge, junk yard dogs it, and then periodically does another junk yard dog to keep the ones that stop moving.


    Very interesting! Might use in the future. Triggers were fixed after making that change. Any idea why the boom trigger isn't working? I tried hovering over a queen and it didnt activate the infested terran spawning. Player 8 is the CPU enemy - Force 4 (I am player 2 - Force 2). They're unallied by default so the foe trigger should work right?



    None.

    Jul 15 2018, 1:39 am O)FaRTy1billion[MM] Post #15

    👻 👾 👽 💪

    this trigger?
    Code
    Trigger("Player 8"){
    Conditions:
    Bring("Player 8", "Zerg Scourge", "Scourge-1", At least, 1);
    Bring("Foes", "Any unit", "Scourge-1", At least, 1);

    Actions:
    Create Unit("Player 8", "Infested Terran", 1, "Scourge-1");
    Kill Unit At Location("Player 8", "Zerg Scourge", 1, "Scourge-1");
    Create Unit("Player 8", "Terran Valkyrie", 3, "Scourge-1");
    Preserve Trigger();
    }

    It won't work because by the time this trigger is run scourge-1 will only be on the last scourge. One way you could do it is copy+paste that trigger and stick it in between each of the scourge triggers. Or you could add another action to each of the scourge triggers to give all units owned by foes at scourge-1 to a different neutral player, and then do a similar location cycle to center a location on those units to create the 3 valks and kill them.



    TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
    EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
    EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
    MapSketch - New image->map generator!
    EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
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    Jul 15 2018, 2:05 am Nib- Post #16



    Quote from O)FaRTy1billion[MM]
    this trigger?
    Code
    Trigger("Player 8"){
    Conditions:
    Bring("Player 8", "Zerg Scourge", "Scourge-1", At least, 1);
    Bring("Foes", "Any unit", "Scourge-1", At least, 1);

    Actions:
    Create Unit("Player 8", "Infested Terran", 1, "Scourge-1");
    Kill Unit At Location("Player 8", "Zerg Scourge", 1, "Scourge-1");
    Create Unit("Player 8", "Terran Valkyrie", 3, "Scourge-1");
    Preserve Trigger();
    }

    It won't work because by the time this trigger is run scourge-1 will only be on the last scourge. One way you could do it is copy+paste that trigger and stick it in between each of the scourge triggers. Or you could add another action to each of the scourge triggers to give all units owned by foes at scourge-1 to a different neutral player, and then do a similar location cycle to center a location on those units to create the 3 valks and kill them.

    Hmm... Would it be possible to have the Bring trigger be player 9 instead of player 8. Also create another alliance trigger that makes the human players be enemies of player 9?



    None.

    Jul 15 2018, 5:10 am O)FaRTy1billion[MM] Post #17

    👻 👾 👽 💪

    No, because player 9 can't run triggers



    TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
    EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
    EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
    MapSketch - New image->map generator!
    EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
    SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
    \:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

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