Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Problem on.. centering locations.
Problem on.. centering locations.
Apr 10 2008, 9:38 pm
By: Centreri  

Apr 10 2008, 9:38 pm Centreri Post #1

Relatively ancient and inactive

Well, I started working on a map to get that 'You've never made a map in your life' crap out (well, and because I think it's an awesome map idea :P). My current problem is pretty damn simple - centering locations on units.
Here's a sample of my centering location trigger (In SCMDraft trigger editor):
Code
Trigger("Player 1"){
Conditions:
    Always();

Actions:
    Move Location("Current Player", "Terran Battlecruiser", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Terran Vulture", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Terran Medic", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Terran Barracks", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Terran Ghost", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Terran Wraith", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Terran Science Vessel", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Terran SCV", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Zerg Queen", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Zerg Defiler", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Infested Kerrigan (Infested Terran)", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Protoss Corsair", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Protoss Dark Templar", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Protoss Arbiter", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Protoss Dark Archon", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Tassadar (Templar)", "Fighting Area", "Player1FollowerSmall");
    Move Location("Current Player", "Terran Battlecruiser", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Terran Vulture", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Terran Medic", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Terran Barracks", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Terran Ghost", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Terran Wraith", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Terran Science Vessel", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Terran SCV", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Zerg Queen", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Zerg Defiler", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Infested Kerrigan (Infested Terran)", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Protoss Corsair", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Protoss Dark Templar", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Protoss Arbiter", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Protoss Dark Archon", "Fighting Area", "Player1GroundFollowerSmall");
    Move Location("Current Player", "Tassadar (Templar)", "Fighting Area", "Player1GroundFollowerSmall");
    Preserve Trigger();
}

Supposedly works fine, doesn't crash the classic editor, no errors... however, when I try to test it (and get a spell to work, coincidentally..) by creating a simple spell, instead of appearing under the unit in question (wraith, inside Fighting Area location, appears at the center of the Fighting Area location. Here's the actual spell trigger (x8 for all players)
Code
Trigger("Player 1"){
Conditions:
    Bring("Current Player", "Devouring One (Zergling)", "11Act", Exactly, 1);
    Bring("Current Player", "Terran Wraith", "Fighting Area", At least, 1);
    Accumulate("Current Player", At least, 1, gas);

Actions:
    Create Unit("Current Player", "Terran Firebat", 1, "Player1GroundFollowerSmall");
    Kill Unit At Location("All Players", "Any unit", All, "Player1GroundFollowerSmall");
    Set Resources("Current Player", Subtract, 1, gas);
    Wait(100);
    Preserve Trigger();
}
}

Pretty damn simple, I would think. But nooo, for some reason it thinks I'm trying to kill whatever the hell's in center :(.

Oh, and how do I check if Hyper Triggers work? Any help much appreciated!



None.

Apr 10 2008, 9:40 pm O)FaRTy1billion[MM] Post #2

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If it moves to the center that means whatever unit it was trying to center on is not present in the location. If it indeed is present, it may be for the wrong player or another player is running that same trigger and moving the location again before the relevant actions run.



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Apr 10 2008, 10:05 pm Centreri Post #3

Relatively ancient and inactive

Collapse Box
No contradictions, and I'm pretty damn sure the wraith is in the area. WAnt the map?



None.

Apr 10 2008, 10:36 pm Sarge Post #4



Move Location("Current Player", "Tassadar (Templar)", "Fighting Area", "Player1GroundFollowerSmall");

This is the last 'move location' in the trigger, therfor this is where the location will be when the trigger ends (It's always ending).
If there is no Tassadar there, It will move to the middle.

You will need seperate triggers for each unit if you have more than 1 unit per players, using condition (Player 1 commands 1 "X" unit), and centering on just that unit.
OR If you only have 1 unit per player, just using 'Center Location Player1Small on Any unit owned by Current Player in Arena'



None.

Apr 10 2008, 10:51 pm Centreri Post #5

Relatively ancient and inactive

Egh. I hoped it wasn't that, and those who I asked said that this system was correct... DAMMIT.



None.

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