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Write your own destiny, or else someone will write it for you!
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Hes not centering a location. This is a teleport trigger set in and out of the cave.
Firstly your trigger only transports 1 unit at a time. You have to change it to all. Secondly when you use hyper triggers it will be hard to bring two or more units to that beacon before the trigger fires. Set the switch immediately but then add a wait(2000) (or other value) before you actually teleport the unit. So the player has time to gather some. But anyways I find it strange that you have to leave the target location before the next unit(s) can be sent through. I recommend adding 2 exit locations and you wouldn't need the switches and only 2 triggers and it would be more convenient for the player. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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Beat that horse!
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Put a cloaked unit of some sort where you want people to exit when teleporting (on both sides).
Then, just have a simple Condition: Bring at least 1 unit to "Cave Entrance" Action: Create 1 [air unit] at Cave Inside Action: Move location labeled "Cave Inside" to "Invisible Unit" (marking cave exit) Action: Move all units at Cave Entrance to Cave Inside Action: Move location labeled Cave Inside on the air unit you just created in action 1 Action: remove the air unit. |
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Title Pending.
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Here's a two way system that only goes one direction at a time, if it helps.
Conditions: Current Player Brings At Least 1 men to Location 1 Current Player Has suffered exactly 0 Deaths of X Actions: Move all men at Location 1 to Location 2 Set Deaths for Current Player to 1 for Y Preserve Trigger Conditions: Current Player Brings At Least 1 men to Location 2 Current Player Has suffered exactly 0 Deaths of Y Actions: Move all men at Location 2 to Location 1 Set Deaths for Current Player to 1 for X Preserve Trigger Conditions: Current Player Brings Exactly 0 men to Location 2 Current Player has suffered at least 1 deaths of Y Actions: Set Deaths for Current Player to 0 for Y Preserve Trigger Conditions: Current Player Brings Exactly 0 men to Location 1 Current Player has suffered at least 1 deaths of X Actions Set Deaths for Current Player to 0 for X Preserve Trigger In this case, the units X and Y represent directions rather than just a switch If you are going from 1 --> 2, that's the Y direction, and 2 --> 1 is the X direction Only problem is, you can only go one direction at a time If you want to go back, you need to exit the destination location and it resets To it's advantage, the system can be created for individual players easily so 2 different players can go 2 different directions ![]() ![]() ![]() ![]() ![]() ![]() |
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Write your own destiny, or else someone will write it for you!
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Depends on what you want to achieve. If you want a additional sight, without having a unit there, place map revealers or constantly create/remove a unit there.
If you ONLY want these parts to be visible (units "blind") unvision the player to himself by switching OFF the vision to his player # (ai script). ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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ok i tried that its not working though?!
the triggers look like so: Trigger("Player 1") Conditions: Bring("Current Player", "Zerg Zergling", "Lights OFF", Exactly, 1); Actions: Set Deaths("Current Player", "Unused Terran Bldg type 2", Set To, 1); Move Unit("Current Player", "Zerg Zergling", All, "Lights OFF", "Lights Return"); Run AI Script("-Vi0"); Preserve Trigger(); Comment("Lights OFF"); Trigger("Player 1") Conditions: Bring("Current Player", "Zerg Zergling", "Lights ON", Exactly, 1); Actions: Move Unit("Current Player", "Zerg Zergling", All, "Lights ON", "Lights Return"); Run AI Script("+Vi0"); Set Deaths("Current Player", "Unused Terran Bldg type 2", Set To, 0); Preserve Trigger(); Comment("Lights ON"); Trigger("All players") Conditions: Deaths("Current Player", "Unused Terran Bldg type 2", Exactly, 1); Actions: Create Unit("Current Player", "Protoss Observer", 1, "Lights Return"); Remove Unit At Location("Current Player", "Protoss Observer", All, "Lights Return"); Preserve Trigger(); ![]() ![]() ![]() ![]() ![]() ![]() ![]() |