It DOES give them (if they're not neutral at least... i want triggers to work for player 8 comp), but I think I might be able to figure it out from here just by splitting the trigger up... I'll edit post the results.
Edit: Okay, I got it to work, tho it still has a bug I have to work out. Here are the triggers, for the heck of it. I once again was mysteriously kept from being online yesterday, so we'll see how that goes.
//-----------------------------------------------------------------//
Trigger("Players(in Alternate Reality)"){
Conditions:
Bring("Current Player", "Zerg Spawning Pool", "Anywhere", At least, 1);
Bring("Current Player", "Zerg Spire", "Anywhere", Exactly, 0);
Bring("Current Player", "Zerg Greater Spire", "Anywhere", Exactly, 0);
Bring("Current Player", "Zerg Hive", "Anywhere", Exactly, 0);
Deaths("Current Player", "Zerg Spawning Pool", Exactly, 0);
Deaths("Current Player", "Zerg Spire", Exactly, 0);
Deaths("Current Player", "Zerg Greater Spire", Exactly, 0);
Actions:
Set Deaths("Current Player", "Zerg Spawning Pool", Add, 1000);
Move Location("Current Player", "Zerg Spawning Pool", "Anywhere", "Medium Size Tech");
Move Location("Current Player", "Zerg Spawning Pool", "Anywhere", "1x1");
Give Units to Player("Current Player", "Player 8", "Zerg Spawning Pool", 1, "Anywhere");
Comment("Spawn = Spire");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Players(in Alternate Reality)"){
Conditions:
Bring("Current Player", "Zerg Spawning Pool", "Anywhere", Exactly, 0);
Bring("Current Player", "Zerg Spire", "Anywhere", Exactly, 0);
Bring("Current Player", "Zerg Greater Spire", "Anywhere", Exactly, 0);
Deaths("Current Player", "Zerg Spire", Exactly, 0);
Deaths("Current Player", "Zerg Greater Spire", Exactly, 0);
Deaths("Current Player", "Zerg Spawning Pool", At least, 1000);
Actions:
Set Deaths("Current Player", "Zerg Spawning Pool", Subtract, 1000);
Give Units to Player("Player 8", "Current Player", "Zerg Spawning Pool", 1, "1x1");
Remove Unit At Location("All players", "Zerg Spawning Pool", 1, "1x1");
; Kill Unit At Location("All players", "Men", All, "Medium Size Tech");
Remove Unit At Location("All players", "Men", All, "Medium Size Tech");
Create Unit("Current Player", "Zerg Spire", 1, "Medium Size Tech");
Comment("Spawn = Spire");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Players(in Alternate Reality)"){
Conditions:
Bring("Current Player", "Zerg Spawning Pool", "Anywhere", At least, 1);
Bring("Current Player", "Zerg Spire", "Anywhere", Exactly, 0);
Bring("Current Player", "Zerg Greater Spire", "Anywhere", Exactly, 0);
Deaths("Current Player", "Zerg Spire", Exactly, 0);
Deaths("Current Player", "Zerg Greater Spire", Exactly, 0);
Deaths("Current Player", "Zerg Spawning Pool", At least, 1000);
Actions:
Move Location("Current Player", "Zerg Spawning Pool", "Anywhere", "Medium Size Tech");
Remove Unit At Location("Current Player", "Zerg Spawning Pool", 1, "Medium Size Tech");
; Kill Unit At Location("All players", "Men", All, "Medium Size Tech");
Remove Unit At Location("All players", "Men", All, "Medium Size Tech");
Create Unit("Current Player", "Zerg Spire", 1, "Medium Size Tech");
Set Deaths("Current Player", "Zerg Spawning Pool", Subtract, 1000);
Give Units to Player("Player 8", "Current Player", "Zerg Spawning Pool", 1, "1x1");
Comment("Spawn = Spire");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Players(in Alternate Reality)"){
Conditions:
Bring("Current Player", "Zerg Spawning Pool", "Anywhere", At least, 2);
Bring("Current Player", "Zerg Spire", "Anywhere", At most, 1);
Bring("Current Player", "Zerg Greater Spire", "Anywhere", At most, 1);
Actions:
Move Location("Current Player", "Zerg Spawning Pool", "Anywhere", "Medium Size Tech");
Remove Unit At Location("Current Player", "Zerg Spawning Pool", 1, "Medium Size Tech");
; Kill Unit At Location("All players", "Men", All, "Medium Size Tech");
Remove Unit At Location("All players", "Men", All, "Medium Size Tech");
Create Unit("Current Player", "Zerg Spire", 1, "Medium Size Tech");
Comment("Spawn = Spire");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Players(in Alternate Reality)"){
Conditions:
Bring("Current Player", "Zerg Spawning Pool", "Anywhere", Exactly, 0);
Bring("Current Player", "Zerg Spire", "Anywhere", Exactly, 0);
Bring("Current Player", "Zerg Greater Spire", "Anywhere", Exactly, 0);
Deaths("Current Player", "Zerg Spawning Pool", At most, 999);
Actions:
Set Deaths("Current Player", "Zerg Spawning Pool", Set To, 0);
Set Deaths("Current Player", "Zerg Spire", Set To, 0);
Set Deaths("Current Player", "Zerg Greater Spire", Set To, 0);
Comment("Spawn = Spire");
Preserve Trigger();
}
Current bug: when you mutate to a greater spire, the mutation causes no complete spire or greater spire to "exist" for the bring condition. I'll have to work on that a while... I may just use a death counter indicator to track if a spire existed and if any have been killed or not; I just haven't had time since I found the bug. Thanks for the help, the give trigger does work fast enough, despite some weird aspect which I now conveniently forget that apparently requires a timer of some kind.
Yesterday, my internet was out for 11 hours yay. Go Qwest. Chances are they're working on lines or something, but of course they know nothing about it.
Post has been edited 1 time(s), last time on Aug 31 2008, 5:22 pm by StrikerX22.
None.