Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: A silly question
A silly question
Aug 30 2009, 5:10 am
By: m.0.n.3.y  

Aug 30 2009, 5:10 am m.0.n.3.y Post #1



So this is what I feel is a silly question because I would think that it is an easy process and I believe I have done it before somewhere somewhen but
How do you refill a carrier w/ interceptors after a set amount of time?

Here are the current triggers that I am using, but it doesn't seem to work:

Quote
Players: 4
Conditions: Always
Actions: Modify deaths for Player 4: Set to 280 for DC Carrier

Quote
Players: 4
Conditions: Player 4 has suffered atleast 1 deaths of DC Carrier
Actions: Modify deaths for Player 4: Subtract 1 for DC Carrier
Preserve

Quote
Players: 4
Conditions: Player 4 has suffered atmost 1 deaths of DC Carrier
Player 4 commands atleast 1 Carrier
Actions: Add at most 5 to hangar for all Carrier owned by Player 4 at Anywhere
Modify deaths for Player 4: set to 280 for DC Carrier
Preserve

This is not working however, Anyone got any ideas?

Post has been edited 2 time(s), last time on Aug 30 2009, 5:16 am by m.0.n.3.y.



None.

Aug 30 2009, 5:18 am lil-Inferno Post #2

Just here for the pie

Get rid of the first trigger completely, make the death count in the last one "at most/exactly 0" (doesn't do anything but it will make the death count have to complete by that much more), and make sure you have hyper triggers. -- Scratch that

EDIT: Try "Current Player" instead of "Player 4" and make sure you have hyper triggers.




Aug 30 2009, 5:19 am m.0.n.3.y Post #3



Quote from lil-Inferno
Get rid of the first trigger completely, make the death count in the last one "at most/exactly 0" (doesn't do anything but it will make the death count have to complete by that much more), and make sure you have hyper triggers.

But if I get rid of the first trigger, the counter wont even start, because wont the deaths just default to 0? Oh but then if I say exactly zero on the last one it will work? But sometimes I've heard not to do exactly 0 because it can skip.

EDIT: Current player on all of them?



None.

Aug 30 2009, 5:32 am lil-Inferno Post #4

Just here for the pie

Yes, try replacing "Player 4" with "Current Player".




Aug 30 2009, 10:11 am Clokr_ Post #5



Why are you using P4's carrier deaths as the death counter? Can P4 carriers die? Take in mind that every time a P4 carrier dies it'll add 1 to that DC. I suggest using an unused unit instead, like Cave-in or Cantina.



?????

Aug 30 2009, 3:36 pm Kaias Post #6



Quote from Clokr_
Why are you using P4's carrier deaths as the death counter? Can P4 carriers die? Take in mind that every time a P4 carrier dies it'll add 1 to that DC. I suggest using an unused unit instead, like Cave-in or Cantina.
This.
Take your pick; all of these units can't die:

Code
Goliath Turret
Tank Turret(Tank Mode)
Nuclear Missile
Alan Schezar Turret
Edmund Duke Turret
Edmund Duke Turret
Tank Turret (Siege Mode)
Scanner Sweep
Unused - Cargo Ship
Unused - Mercenary Gunship
Map Revealer
Disruption Web
Unused1
Unused2
Uraj Crystal
Khalis Crystal
Unused Zerg Building1
Unused Zerg Building2
Unused Protoss Building1
Unused Protoss Building2
Khaydarin Crystal Formation
Mineral Field (Type 1)
Mineral Field (Type 2)
Mineral Field (Type 3)
Cave
Cave-in
Cantina
Mining Platform
Independant Command Center
Independant Starport
Independant Jump Gate
Ruins
Kyadarin Crystal Formation
Vespene Geyser
Zerg Marker
Terran Marker
Protoss Marker
Zerg Beacon
Terran Beacon
Protoss Beacon
Zerg Flag Beacon
Terran Flag Beacon
Protoss Flag Beacon
Dark Swarm
Floor Hatch
Left Upper Level Door
Right Upper Level Door
Left Pit Door
Right Pit Door
Start Location
Flag
Psi Emitter
Data Disc
Khaydarin Crystal


Also, you could make it only two triggers by counting up, eliminating the need for the initial setting trigger (not that it really matters)

Quote
Players: 4
Conditions: Current player has suffered atmost 279 deaths of DC Carrier
Actions: Modify deaths for Current player: Add 1 for DC Carrier
Preserve

Quote
Players: 4
Conditions: Current player has suffered atleast 280 deaths of DC Carrier
Current player commands atleast 1 Carrier
Actions: Add at most 5 to hangar for all Carrier owned by Current player at Anywhere
Modify deaths for Current player: set to 0 for DC Carrier
Preserve


Post has been edited 2 time(s), last time on Aug 30 2009, 3:42 pm by Kaias.



None.

Aug 30 2009, 3:45 pm Biophysicist Post #7



If you disabled building of interceptors for the player that owns the Carrier, you can't add interceptors to the Carrier via trigger.



None.

Sep 1 2009, 2:24 pm NudeRaider Post #8

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 name:TassadarZeratul
If you disabled building of interceptors for the player that owns the Carrier, you can't add interceptors to the Carrier via trigger.
riiiight... That drove me almost crazy once.

And btw. you don't need the first trigger. The dc will start with 0, so the add interceptors trigger (3rd one) will fire and set the dc to 280. If you can't have it firing at map start then of course you do need the first trigger.
However this has nothing to do with the trigger not working...

Oh and you don't need to use Current Player (especially as trigger owner you must not set it to C.P.). P4 will work just fine, however C.P. is more elegant and thus you should make it a habit to use it whenever possible. Helps copying triggers to other players, too.




Sep 1 2009, 6:52 pm theleo_ua Post #9



BTW - can you add 8 hangar to carriers by triggers, if cappier capacity is not researched?
Same about reaver.



None.

Sep 1 2009, 8:33 pm Craftstar2 Post #10



Nope you can't. It adds only the max amount it can hold.



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