Okay, now I have two things. First, Thanks everyone for helping, and Now I understand why the unit is teleported, and second, I tried to test the map, just to see if it works, and it starts up, then just goes to a fog of war like thing, and all the units go to player 12, and I have to quit, and it says its a draw. What did I do wrong? The latest version of the map, -the sunken spines is a couple posts up.
None.
Probably because you didn't delete the Melee triggers that some editors start you with.
None.
What Melee triggers? There aren't any triggers right now, besides the ones I personally put in.
None.
Are you playing it in UMS?
None.
Yes, and now the ghosts are crashing the map WHENEVER you look at them. Even if the game is done with the disable disable enable trigs.
None.
Are you ordering them to move? And having waits in between the changing of states?
None.
yes. Even when It didnt' crash, which was before the wait and move commands, only one worked... I tried to make another, blank map, and just made a random comp player with a pylon, and me with 4 ghosts, and applied the disable enable enable, without waits, only one of them worked, and it was a big location ...
None.
You need to do it to each ghost individually, and you need to have waits.
None.
Yeah. Just did that with my random map. But the problem still stands that I can't do anything, because the game decides to call it a draw every time.
None.
The game won't call it a draw unless you have some trigger making it a draw, or if you aren't playing in UMS.
None.
Okay. I figured out that it was something wrong with my Defeat and Victory triggs. But now I need some help with the spawning. Roy's idea with the death count seemed very confusing, and kind of pointless at some points. If anyone has a better idea for timed spawning, over 12 paths...
None.
Well, you are still talking about that idiotic thing i noticed in the game?
Well, in Triggers, in Conditions, Change the thing to Player 6, not Unknown(13)
Edit:
As for the wait triggers, 12 deaths = 1 second {With Hyper Triggers}
like:
Suffered 0 deaths Zergling [for player unused, Nuetral or something], Brings at least 1 dt to Loc 1
set to 12 deaths Zergling [above]
Create 1 LeveL 1 at Spawn 1,2,3, and 4
Always, subtract 1 death of Zergling [like above] {THIS GOES BELOW}
like that
Hypers need to be activated for this thing too! {the Wait 0 millesecond thing} and when dt is added, that means new level {or a pause, [Recommended for Countdown triggers/death counts two]
Post has been edited 1 time(s), last time on Mar 24 2008, 1:42 am by FooFighters.
None.
Kinda yeah, kinda no. I'm talking about how the game would always draw on me. It was something in my Victory and Defeat triggs.
None.
Okayokayokay. I just thought of an example for my movement thing. Random Beacon Defence, the way that works. I want to have that kind of thing happen, but with ground units, and with 3 different paths. Random Beacon Defence is locked for me, and Its the perfect example of what to do for my spawning part.
None.
Okay, first, I don't really under stand Foo's explanation of how it works... And second, The OSMAP didn't work. It came up with some error.
None.
You need visual basic runtime tools, it's on the website he posted.
None.
Okay, got everything figured out, but the triggers on Random Beacon D are so annoying to figure out. I didn't think it only spawned like 10 of them.. But according to this, What happens is, It spawns one unit, waits 1500 ms, then spawns an enemy, then waits 1 ms, then spawns that unit, then waits another 1500 ms, and spawns an enemy. Only repeats that like 10 times, and there isn't a preserve trigger. He does however, use a hyper trigger, which I still don't get why that works, but he uses it, and I see no reason.
None.