Wierd Triggers
Apr 20 2008, 1:53 am
By: Skittles  

Apr 20 2008, 1:53 am Skittles Post #1



Hi,

I'm a bit confused by my triggers, set to be a level on a defense map. Here they are :

Quote
All Players : 'Switch 01' is Set.
Elapsed scenario time is exactly 30 game seconds.

Create 10 Protoss High Templar at 'Start' for Player 8.
'Switch 01' is Cleared.
'Switch 02' is Set.
Preserve trigger.


And for the Move trigger :

Quote
P8 : Always

Move All [any unit] for Current Player at 'Start' to 'End'
Preserve trigger.


Here's the confusing part. The templars are created at the 'End', and don't move from there. So, adding the 'Defeat' trigger, all the templars die, we lose all our lives, and we're dead. :><:

I don't know if I did something wrong, but I need your help.



None.

Apr 20 2008, 2:01 am Ultraviolet Post #2



The move action does exactly that, it moves them to the location. Use the order action to make them walk there.




Apr 20 2008, 2:18 am NudeRaider Post #3

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

move location is actually a teleport. In SCXE it is called teleport for that reason.




Apr 20 2008, 2:54 am Skittles Post #4



:omfg:

I see... thanks a lot ! It worked :)

I'm using ScmDraft2, so it says "move" to that action.



None.

Apr 20 2008, 3:16 am O)FaRTy1billion[MM] Post #5

👻 👾 👽 💪

Quote from NudeRaider
move location is actually a teleport. In SCXE it is called teleport for that reason.
Since when?



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!
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Apr 20 2008, 3:36 am Skittles Post #6



One more thing !

I just don't want to create another topic, it would be useless. How do I make a beacon disabled? Like in all individual defenses?

I know I have to put a beacon somewhere, but the thing with the lights and if the beacon is ally or ennemy...

Thanks again !



None.

Apr 20 2008, 3:39 am O)FaRTy1billion[MM] Post #7

👻 👾 👽 💪

http://www.staredit.net/topic/2498/
That?



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!

Apr 20 2008, 3:48 am Skittles Post #8



Exactly !

I'll try it tomorrow, thanks !



None.

Apr 20 2008, 10:24 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 O)FaRTy1billion[MM]
Quote from NudeRaider
move location is actually a teleport. In SCXE it is called teleport for that reason.
Since when?
I can't tell you since when. But I guess a long time ago because in my version (2.6 english) that's just the way it is.




Apr 20 2008, 4:56 pm O)FaRTy1billion[MM] Post #10

👻 👾 👽 💪

I guess I never used 2.6. :P I always had 2.5, then made FartyEdit.



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!

Apr 21 2008, 5:55 pm (U)Bolt_Head Post #11



Yeah they changed a lot in 2.6, i remember now ha ha. Cause a lot of the mapmaker choose not to upgrade, me being one of them.

Anyways the create units trigger is really redundant and conflicting.
Quote
All Players : 'Switch 01' is Set.
Elapsed scenario time is exactly 30 game seconds.

Create 10 Protoss High Templar at 'Start' for Player 8.
'Switch 01' is Cleared.
'Switch 02' is Set.
Preserve trigger.

1) The use of Preserve Trigger suggest that you want the trigger to happen multiple times.
2) Elapsed time is exactly x game seconds is bad technique. Unless your using hyper triggers then triggers will take more than one second between times triggers are checked. So it is possible for the triggers to be checked at 29 seconds and not again till 31 seconds. Thus the action would not happen.
3) I suspect that the switch was used to prevent multiple sets of units from being created. This would happen even if the trigger was not preserved if the trigger is owned by multiple players, but there is no reason to give that trigger to multiple players.

Assuming your attempting to create a standard defense where the units are created at regular intervals this is all you need.
Players-
-Comp Player (just one)
Conditions:
-Elapsed scenario time is at least 30 game seconds.
Actions:
-Create 10 Protoss High Templar at 'Start' for Player 8.



None.

Apr 21 2008, 9:54 pm NudeRaider Post #12

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 (U)Bolt_Head
Assuming your attempting to create a standard defense where the units are created at regular intervals this is all you need.
Players-
-Comp Player (just one)
Conditions:
-Elapsed scenario time is at least 30 game seconds.
Actions:
-Create 10 Protoss High Templar at 'Start' for Player 8.
-Order all [men] at 'Start' move to 'End'
Fix'd




Apr 22 2008, 7:08 pm Brontobyte Post #13



Quote from NudeRaider
Quote from (U)Bolt_Head
Assuming your attempting to create a standard defense where the units are created at regular intervals this is all you need.
Players-
-Comp Player (just one)
Conditions:
-Elapsed scenario time is at least 30 game seconds.
Actions:
-Create 10 Protoss High Templar at 'Start' for Player 8.
-Order all [men] at 'Start' move to 'End'
Fix'd

Wouldn't you want this:

Players-
-Comp Player (just one)
Conditions:
-Elapsed scenario time is at least 30 game seconds.
Actions:
-Create 10 Protoss High Templar at 'Start' for Player 8.

And then have the order trigger separate from the create trigger.

Something like this:

Players-
-Comp Player (just one)
Conditions:
-Current Player brings at least 1 any unit to start
Actions:
-order to all any unit owned by current player at start to move to end
---And, Or---
-order to all any unit owned by current player at anywhere to move to end
-preserve

Use the last one if the computer has no other units that wouldn't be moved/make the condition specific to the computers unit:

-order to all protoss zealot owned by current player at anywhere to move to end



None.

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