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through caves with just two locations, i got it, but it can only move one unit at a time...help.

Creator: Saucon
Time: Mar 11 2008, 4:48 am

Post #1     Saucon Mar 11 2008, 4:48 am

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it is three triggers that look like this:
Conditions:
Switch("Tele", not set);
Bring("Current Player", "Any unit", "Cave Right", At least, 1);

Actions:
Move Unit("Current Player", "Terran Civilian", 1, "Cave Right", "Cave Left");
Set Switch("Tele", set);
Minimap Ping("Cave Left");

Preserve Trigger();
then:
Conditions:
Switch("Tele", not set);
Bring("Current Player", "Any unit", "Cave Left", At least, 1);

Actions:
Move Unit("Current Player", "Terran Civilian", 1, "Cave Left", "Cave Right");
Set Switch("Tele", set);
Minimap Ping("Cave Right");
Preserve Trigger();

and finally:
Conditions:
Bring("Current Player", "Any unit", "Cave Left", Exactly, 0);
Bring("Current Player", "Any unit", "Cave Right", Exactly, 0);
Switch("Tele", set);

Actions:
Set Switch("Tele", clear);
Preserve Trigger();


thats all fine and good, it works...but only for one unit at a time. cant send groups of units throuh it.
help very much appreciated.
Attachments:
scx file
Single Loc Tele Test.scx (44.06 kb)
0 hits.
This post was edited 1 time, last edit by Saucon: Mar 11 2008, 4:54 am.
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Post #2     Ryan Mar 11 2008, 6:01 am

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Locations will only be centered on the (southwestern most is it?) unit. So unless you make more than 1 location, there's no other way to avoid it. Why do you need a location centered on multiple units in a cave in the first place?
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Post #3     NudeRaider Mar 11 2008, 9:15 am

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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.
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Post #4     ws-Impeached Mar 11 2008, 4:09 pm

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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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Post #5     Saucon Mar 11 2008, 6:45 pm

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thanks for feedback, i'll just scrap this and work on it from the start.
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Post #6     Saucon Mar 11 2008, 8:44 pm

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ok i scrapped that first one, heres a new one...works quite well, but something is wrong with the trigger that goes from tele2 loc 2 to tele2 loc 1. i cant find it...maybe you guys can?

too lazy to copy the triggers, heres map.
Attachments:
scx file
user placeable tele test.scx (39.33 kb)
0 hits.
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Post #7     Vrael Mar 12 2008, 3:25 am

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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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Post #8     NudeRaider Mar 12 2008, 7:54 am

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It seems this is the best system so far.
But it can be improved by combining the 2 dcs. Use value 1 for x direction and value 2 for y direction.
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Post #9     Saucon Mar 18 2008, 3:10 am

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thanks guys, much appreciated. ^^

oh and by the way, how do i do lights? ... its been awhile.
This post was edited 1 time, last edit by Saucon: Mar 18 2008, 3:55 am.
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Post #10     NudeRaider Mar 18 2008, 9:26 am

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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).
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Post #11     Saucon Mar 18 2008, 2:47 pm

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ah yes now i remember its an AI script, silly me. thanks again :blush:

basically i want the player to unvis himself everywhere except where the light switch is.
This post was edited 2 times, last edit by Saucon: Mar 18 2008, 2:56 pm.
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Post #12     Saucon Mar 18 2008, 5:25 pm

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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();


:><:
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Post #13     NudeRaider Mar 18 2008, 6:25 pm

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Remember that you have to make 1 trigger for each player and then choose the right player # in the ai script "... vision OFF/ON ..." list.
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Post #14     Saucon Mar 18 2008, 8:03 pm

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yeah i did that.
here look, :/
Attachments:
scx file
LIGHTS.scx (35.75 kb)
1 hits.
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Post #15     fritfrat Mar 20 2008, 4:06 am

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Remember to keep in mind that when you are doing "turn ON shared vision for Player 8" it means that that player can now see player 8. Enjoy.

Also, I added hyper triggers into the map. These are not necessary.
Attachments:
scx file
Lights.scx (35.80 kb)
1 hits.
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Post #16     Rantent Mar 20 2008, 6:03 am

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Locations are for wussies.
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Post #17     Falkoner Mar 20 2008, 2:25 pm

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Massive amounts of sprites are for wussies. Real men blend their terrain! :P
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Post #18     Saucon Mar 20 2008, 4:14 pm

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ah i see now. thanks frit ^^
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