So what I wana do is create an Infested Terran, and then when it dies, create 5 Lurkers where it died for 5 seconds, then remove them...But it doesn't work and it's really really frusturating me!
Ok Here's my triggers:
Player: 3
Conditions: Always
Actions: Set Death for current player to 1 for Infested Terran
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Player: 3
Conditions: Current Player suffers exactly 1 Death of Infested Terran
Actions: Center Location BOOM on Infested Terran owned by Current Player
Preserve Trigger
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Player: 3
Conditions: Current Player Suffers exactly 2 Deaths of Infested Terrain
Actions: Create 5 Zerg Lurker for current player at location BOOM
Wait 2000 Miliseconds
Remove all Zeg Lurker owned by Current Player at BOOM
Set Deaths for current player of Infested Terrain to 1
Preserve Trigger
So what I wana do is create an Infested Terran, and then when it dies, create 5 Lurkers where it died for 5 seconds, then remove them...But it doesn't work and it's really really frusturating me!
The map is pretty far along. So the current trigger I'm working on is under player 3 and is Towards the bottom of the triggers under the comments: "Spell 2" Just look for thats
Attachments:
Post has been edited 1 time(s), last time on Jun 18 2009, 7:05 am by m.0.n.3.y.
None.
I'll break it down...
Player: 3
Conditions: Always
Actions: Set Death for current player to 1 for Infested Terran
Ok, here you're setting the inf. terran deaths to 1. simple.
Player: 3
Conditions: Current Player suffers exactly 1 Death of Infested Terran
Actions: Center Location BOOM on Infested Terran owned by Current Player
Preserve Trigger
Running off the previous trigger, you constantly center the location on the inf. terran.
Player: 3
Conditions: Current Player Suffers exactly 2 Deaths of Infested Terrain
Actions: Create 5 Zerg Lurker for current player at location BOOM
Wait 2000 Miliseconds
Remove all Zeg Lurker owned by Current Player at BOOM
Set Deaths for current player of Infested Terrain to 1
Preserve Trigger
When said inf. terran dies, it makes 5 lurks at "BOOM", resets death count.
Nothing seems to be amiss...maybe suicide doesn't effect death count?
EDIT: oh, sure, throw out the map
after I try to help...meanie.
Hmmm, yeah that's what I was thinking. Because I know that when you use the kill unit trigger it doesn't add 1 to the deaths counter. So I'm thinking that this may be the same thing. Maybe I'll just use a system where you get a drone, create a hatchary, it removes hatchary and does what I want...Unless for some reason that messes up too lol.
edit: Lol mb, I think I posted the map while you were dooing your post
None.
The map triggers looked way different than these.
Player: 3
Conditions: Always
Actions: Set Death for current player to 1 for Infested Terran
I hope you didn't have preserve trigger for this.
Player: 3
Conditions: Current Player suffers exactly 1 Death of Infested Terran
Actions: Center Location BOOM on Infested Terran owned by Current Player
Preserve Trigger
Change it to at least.
Player: 3
Conditions: Current Player Suffers exactly 2 Deaths of Infested Terrain
Actions: Create 5 Zerg Lurker for current player at location BOOM
Wait 2000 Miliseconds
Remove all Zeg Lurker owned by Current Player at BOOM
Set Deaths for current player of Infested Terrain to 1
Preserve Trigger
Again change to at least.
The exactly is going to make it confusing for the triggers because of the hyper triggers. You also need to specify your condition for the first trigger.
Running off the previous trigger, you constantly center the location on the inf. terran.
No it doesn't. He doesn't have always as a condition in that trigger.
None.
Well, the triggers are exactly the same, for simplicitys sake on SEN, I changed the name of the units and location. Location BOOM for example is really location Beserker Egg Location in the map. And the unit Zerg Lurker, is renamed Beserker Spell, in the map, but otherwise it's the same.
and ill do the atleast stuff, mayble it'll work
None.
But what I see is death for Torresque and DC spell. It might be one of those problems.
None.
Oh no, those are just other death counters for the map. The deaths for torrask is to make sure their hero is alive when they cast the spell. and the DC Deaths stuff is to make sure that they have upgraded their spell to the correct level. If they don't upgrade to the correct level, then it says that they need to before they can cast the spell.
Edit: Alright screw it, im just switching out the system for a drone building a hydralisk den, and then switching the den for lurkers, any forseeable problems with this lol?
None.
Player: 3
Conditions: Current Player suffers exactly 1 Death of Infested Terran
Actions: Center Location BOOM on Infested Terran owned by Current Player
Preserve Trigger
Change it to at least.
No, because when the infested terrain dies and death count registers as 2, it will still attempt to center the location on a non-existent infested terran, moving the location somewhere he doesn't want it to go.
Edit: changing to at least is still wrong, but kinda a moot point now, see Echo's next post
Player: 3
Conditions: Current Player Suffers exactly 2 Deaths of Infested Terrain
Actions: Create 5 Zerg Lurker for current player at location BOOM
Wait 2000 Miliseconds
Remove all Zeg Lurker owned by Current Player at BOOM
Set Deaths for current player of Infested Terrain to 1
Preserve Trigger
Again change to at least.
This change should work.Running off the previous trigger, you constantly center the location on the inf. terran.
No it doesn't. He doesn't have always as a condition in that trigger.
"Always" is not required for a trigger to run more than once Echo. So long as the conditions are filled it will constantly center the location on the infested terran.
The exactly is going to make it confusing for the triggers because of the hyper triggers. You also need to specify your condition for the first trigger.
"Exactly" does not confuse triggers, nor trigger-writers if you understand how they work.
Post has been edited 1 time(s), last time on Jun 18 2009, 7:29 am by Vrael.
None.
Oh by the way. I forgot to mention. When an infested terran dies, it does not go towards the player's own death. It only works when it splashes on its own units and kills them in the process. So overall, that infested terran's own death will not trigger an addition to another death of the infested terran.
"Always" is not required for a trigger to run more than once Echo. So long as the conditions are filled it will constantly center the location on the infested terran.
I never said that always is required. I just said it won't be a problem since there is another condition.
"Exactly" does not confuse triggers, nor trigger-writers if you understand how they work.
No, because when the infested terrain dies and death count registers as 2, it will still attempt to center the location on a non-existent infested terran, moving the location somewhere he doesn't want it to go.
Both do if there are stacked triggers that deals with similar conditions. If it isn't specific enough, it might just set back to the previous death without going through the triggers.
None.
Oh by the way. I forgot to mention. When an infested terran dies, it does not go towards the player's own death. It only works when it splashes on its own units and kills them in the process. So overall, that infested terran's own death will not trigger an addition to another death of the infested terran.
....
Well that there solves the problem lol, I thought someone said that it did count and add to the players death...Oh well, I'm changing to a drone building a hatchery system aynways
None.
Running off the previous trigger, you constantly center the location on the inf. terran.
No it doesn't. He doesn't have always as a condition in that trigger.
He uses the "exactly 1 death of inf. terran"...agreed, he should have "at least" instead, but as long as he has 1 death for the inf. terran, it will function as an "always" condition.
I'm assuming that the spell isn't working at all, which means there's a problem...most likely the suicide attack doesn't increase deaths for the inf. terran.
EDIT: ignore that all that above...
Oh, and Vrael agrees with me.
to you Echo,
EDIT: ignore that all that above...
Oh, and Vrael agrees with me.
to you Echo,
Not really. He misread what I was saying.
None.
Yup, so infested terrans are a bitch and i hate them. but now i changed it to building a turret so it's all good i guess. Thanks for your help guys. But I think i'm going to bed now, i have work in 8 hours and i need sleep. ;o
also, if you can help on my nukes topic that would be good. k thanks guys.
None.
As long as conditions are met, it's as good as an always.
In this case, until the computer killed the inf. terran, it was always being met, and then shortly thereafter.
I don't know, I'm so tired what I just typed doesn't make sense to me.
As long as conditions are met, it's as good as an always.
In this case, until the computer killed the inf. terran, it was always being met, and then shortly thereafter.
I don't know, I'm so tired what I just typed doesn't make sense to me.
Not much sense to me either
. But I'm so tired too, gotta work in 8 hours
... I'll read it in the morning. thanks for your help
None.
Alright, I figured it out [what I meant, that is]. When the conditions are always being met, such as a condition of <Player 1> Accumulates <at least> <0> <minerals>, the actions will be run until the conditions are
not being met. Which, in my example, would be as good as an always.
Similar would be how if you have a condition with 1 death of a unit that can't be created in-game [such as Independent CC], that trigger will never be run unless you have another trigger that makes the Ind. CC's deaths go up to 1.
Post has been edited 1 time(s), last time on Jun 22 2009, 8:36 pm by poison_us. Reason: oops...