Nooby Questions
May 29 2009, 8:47 pm
By: Dem0n  

May 29 2009, 8:47 pm Dem0n Post #1

ᕕ( ᐛ )ᕗ

In my map, I'm using the dropship inventory system, and I need a trigger that stops collecting the items after your dropship is filled. I made a condition that said, "Current Player brings at most 8 [men] (1 dropship + 7 units inside) to 'dropship'" for the trigger that picks up the item. Then, I made a condition that says, "Current Player brings exactly 9 [men] (1 dropship + 8 units inside) to 'dropship'" for the trigger that says "Your inventory is full.", but that trigger doesn't work. I still pick up items even though my dropship is full. How should I trigger those 2 triggers?

Also, I want to have a blue fire on my map, so I pre-placed damaged photon cannons on the map, then made a trigger that moved them and disabled them, but the fire doesn't stay in its original place. What's wrong?

That is how you trigger it, right?

Post has been edited 1 time(s), last time on May 29 2009, 11:33 pm by Dem0nS1ayer.




May 29 2009, 9:17 pm scwizard Post #2



>I still pick up items even though my dropship is full

Is the problem that it says "your inventory is full" and yet you still pick up items, or that it never says "your inventory is full"?



None.

May 29 2009, 9:20 pm Dem0n Post #3

ᕕ( ᐛ )ᕗ

I still pick up items, and it never says my inventory is full.




May 29 2009, 9:24 pm Jack Post #4

>be faceless void >mfw I have no face

For the dropship, im not sure but i think a loaded dropship only counts as one unit when using Bring.



For the cannons i dont know if it works with protoss but you just disable to keep bunkers there. Problem is toss disabled buildings are ones outside a pylon. Test and see with disabling



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 29 2009, 9:28 pm Dem0n Post #5

ᕕ( ᐛ )ᕗ

I did disable them, but the fire doesn't stay there.




May 29 2009, 9:39 pm Jack Post #6

>be faceless void >mfw I have no face

Have you tried without the move though?

And for the dropship, have a trigger that adds one to a deathcount and sets Add when you bring any unit to loCA . If the deathcounts reach 7 or 8 depending on max for the inventory, then do the message and other stuff for max inventory. And then move all units at locA to the dropship loc, and do ordinary triggers there.then clear Add. For exiting the dropship, if P1 brings 1 unit to dropship loc and Add is clear, remove one death of w/e.



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

May 29 2009, 11:33 pm Dem0n Post #7

ᕕ( ᐛ )ᕗ

Yeah, I tried that. When the inventory is full, the unit is created under it, and then it's activated. T_T WTF.




May 30 2009, 1:22 am xYoshix Post #8



For the dropship system, you can make a counter for how much space is taken (so 1 space is 1 dc, total 8). When, say, you need to pick up a marine, it is created by a computer. If you have enough room (at most 7), it is given to you, you add 1 dc and it is loaded. If you pick up a vulture and there is enough room (at most 6 dc) it is given to you, you add 1 dc and it is loaded. If you pick up a marine and there isn't enough room (at least 8), then the marine is removed. Same with the vulture.

So the triggers go like this. (P1=player P2= computer loc= where the dropship is at. dc= the death counter for space)

C: P2 brings at least 1 Marine to loc
C: P1 has at most 7 deaths of dc
A: Give Marine to P1
A: Load Dropship
A: Add 1 death for dc

C: P2 brings at least 1 Vulture to loc
C: P1 has at most 6 deaths of dc
A: Give Vulture to P1
A: Load Dropship
A: Add 2 death for dc

C: P2 brings at least 1 Marine to loc
C: P1 has at least 8 deaths of dc
A: Display "Full"
A: Remove 1 Marine for P2

C: P2 brings at least 1 Vulture to loc
C: P1 has at least 7 deaths of dc
A: Display "Full"
A: Remove 1 Vulture for P2 at loc

Oh, and I forgot. When you use the item, decrease the dc by 1 or 2. And you may also want to put a dc in these triggers because it takes time to make the unit load, and it might mistake the loading ones with the unloading ones. This should work out.

And for the flame, you shouldn't be moving them. First, you disable and vision the player with the computer with the flame. After a small wait (Maybe half a second), you unvision the computer with the flame from the players. This can be done by giving it to another computer or just unvisioning.
Look here for more information: http://www.staredit.net/wiki/Cloaking_(Disabling)_2



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