Ok, i think i understand what u mean, and yes i did think the units walk around with a trigger on them at all times:)
**Spawn Trigger** - (Works -> Spawns marines and when it reaches an amount of 120 marines it pauses til it is under 120 again)
Red spawn
Events
Timer - Every 2.0 seconds of Game Time
Local Variables
Conditions
0 <= (Marine count for player 1, counting Queued Or Better) <= 119
Actions
Unit - Create 1 Marine for player 1 at (Position of Bunker [14.50, 88.50]) using point facing (No Options)
Unit - Order all units in (Last created units) to ( Move targeting (Center of Region 001)) (Replace Existing Orders)
**Kill script** (?) - (Seems to work since the scoreboard works atleast..)
Unit dies
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) > 0
Actions
Variable - Modify Player kills[(Killing player)]: + 1
Leaderboard - Set Leaderboard item text at column 2 and row (Killing player) to (Text(Player kills[(Killing player)]))
**Trigger end** - ( **Does NOT work ** - It should stop producing marines when player.. 1 have killed say.. 1 enemy units)
Unit dies 2
Events
Unit - Any Unit dies
Local Variables
Conditions
Player kills[(Killing player)] == 1
Actions
Trigger - Stop all instances of Red spawn
**"And what is Player kills?"**
Player kills = 0 <Integer[9]>
Its a varible with that name (above) and has type= Integer, Intial value= "x= Intial value: 0" and array size 9
But this one seems to work since leaderboard counts kills when killing a unit and being killed (They receieve one kill then)
Ok so, regarding trigger end (only thing with problems):
Condition - seems to be okay, but the way u put it would run when player 1 has killed ONE unit for entire game, anymore wouldn't fire it. (dunno how exactly you want to implement that)
Actions - you used stop all instances of trigger. Again, you missed what action does. This one is for terminating any instances of triggers that are currently running, (like if you put WAIT inside it, remember triggers finish as soon as they start otherwise).
What you were looking for was Turn off [trigger], as this one will disable events activating the trigger (in your case: Every 2 seconds). Then use Turn on [trigger] to enable events again.
Ah! It worked! Tanks! Your very good at explaining, since you explain what the different veriables actually do.
Now my last question simple is; How do i activate the next spawn group.
I did this to spawn2:
Red spawn 2
Events
Timer - Every 2.0 seconds of Game Time
Local Variables
Conditions
0 <= (Ghost count for player 1, counting Queued Or Better) <= 119
Player kills[(Triggering player)] == 1
Actions
Unit - Create 1 Ghost for player 1 at (Position of Bunker [14.50, 88.50]) using point facing (No Options)
Unit - Order all units in (Last created units) to ( Move targeting (Center of Region 001)) (Replace Existing Orders)
Becouse i though if i had another condition: Player (triggered) kills 1.... Ahhh... I now understand.. But how to do this... Could you please help?
Np. I knew everything had to do with saving numbers in the Data Table, but I couldn't figure out how. Then I remembered that I could create a variable and make triggers make the variable appear as if were counting.
Theres a problem...
Since i have 8 players, and every player has one ally.. for example player 1 is with player 2. Player 3 with player 4.. and so on.
Therefor i have to use this for it to work on everyone->
Unit dies
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) > 0
Actions
Variable - Modify Player kills[(Killing player)]: + 1
This is fine, but it leads to that i cant save kill score table since it will save them all.
So i have 2 players set up for now.. player 1 and player 3 (since player 2 is ally.. cant fight against him)..
Player 1 kills
Events
Unit - Any Unit dies
Local Variables
Conditions
Player kills[(Killing player)] == 1
Actions
Trigger - Turn Red spawn Off
Trigger - Turn Red spawn 2 On
Trigger - Turn (Current trigger) Off
This is for player one and does not work
Player 3 kills
Events
Unit - Any Unit dies
Local Variables
Conditions
Player kills[(Killing player)] == 1
Actions
Trigger - Turn Red spawn 2 2 Off
Trigger - Turn Red spawn 2 3 On
Trigger - Turn (Current trigger) Off
This is player 3 and wierdly enough it, when he kills, starts both are second unit triggers....
PS: DONT get confused by the "Trigger names" ive just copy paste them so they have similar names, but their correctly imputed.
What i THINK i have to do is "Condition" but instead of Killing player , have player 1 and for the player 3 trigger "Player 3".. But cant find a specific player input.
You know what i can do?
What is the problem exactly? Is it a problem with saving it to certain names? Is there a problem with Events? Did you make spawn triggers that are for later initially off? What is the problem so I can try and see if I can duplicate what you've done and fix it.
If it's a problem with (If player 1 kills anyone but unit owned by player 1) then you can simply add player 2 to the Not-> Owned by player 1 condition. You can add multiple like this. Not-> Owned by player1 / Owned by player 2.
And the problem btw is that it spawns next units (in this ex snipers) when player 3 kills me for BOTH him and me. But when i kill him nothing happends.. Maybe its the way around.. But still.. I want it to be that when I kill a unit.. MY ghosts starts to spawn, and when he kills 1 of my units. HIS units starts to spawn
BREAKTHROUGH!!! I figured out (it took me awhile) that you didn't set the player 1 and 3 kills to have the condition be greater than or equal to. I had that prblm b4. It makes it so ur kills HAVE to be exactly 1 instead of greater or equal to. Well, that's only one prblm I guess. I'll see if this works. :D
Edit: Nope...that's not the only prblm. I'll see if I can fix it. :(
OMG!!! ANOTHER BREAKTHROUGH!!! I found out your problems and fixed them. LOL AND THE BIGGEST MISTAKE WAS YOU SHOULD MAKE YOUR REQUIRED KILLS A BIGGER NUMBER THAN 1 LOL!!! Here's your map back with my redoing everything. (Just so you know, my older triggers replaced yours...sry, but I needed to find the prblm so ur gonna have to add your leaderboard actions back in yourself again. sry :( ) I figured out a few places that were missing and that you had that tiny mistake that I reset to 20. :D So your map now allows u to spawn ghosts. Idk if thats the case for player 3, but player 1 certainly works now. :D
Your welcome. And thx...I'd love to try it once it gets into beta. I could be a tester too! :D I'm especially good at that because I'm very good at coming up with ideas that inspire authors to make their maps a lot more fun. :D Good luck on your map! :D
Great! I'll check it out as soon as I get everything I need to do, done. Oh, and btw, on SC2, my name is "Deviler" and my code is 137. I think you know why I mensioned that... :D
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@uiasdnmb
Ok, i think i understand what u mean, and yes i did think the units walk around with a trigger on them at all times:)
**Spawn Trigger** - (Works -> Spawns marines and when it reaches an amount of 120 marines it pauses til it is under 120 again)
Red spawn
Events
Timer - Every 2.0 seconds of Game Time
Local Variables
Conditions
0 <= (Marine count for player 1, counting Queued Or Better) <= 119
Actions
Unit - Create 1 Marine for player 1 at (Position of Bunker [14.50, 88.50]) using point facing (No Options)
Unit - Order all units in (Last created units) to ( Move targeting (Center of Region 001)) (Replace Existing Orders)
**Kill script** (?) - (Seems to work since the scoreboard works atleast..)
Unit dies
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) > 0
Actions
Variable - Modify Player kills[(Killing player)]: + 1
Leaderboard - Set Leaderboard item text at column 2 and row (Killing player) to (Text(Player kills[(Killing player)]))
**Trigger end** - ( **Does NOT work ** - It should stop producing marines when player.. 1 have killed say.. 1 enemy units)
Unit dies 2
Events
Unit - Any Unit dies
Local Variables
Conditions
Player kills[(Killing player)] == 1
Actions
Trigger - Stop all instances of Red spawn
**"And what is Player kills?"**
Player kills = 0 <Integer[9]>
Its a varible with that name (above) and has type= Integer, Intial value= "x= Intial value: 0" and array size 9
But this one seems to work since leaderboard counts kills when killing a unit and being killed (They receieve one kill then)
......
Once again thx so much for all help!
Ok so, regarding trigger end (only thing with problems):
Condition - seems to be okay, but the way u put it would run when player 1 has killed ONE unit for entire game, anymore wouldn't fire it. (dunno how exactly you want to implement that)
Actions - you used stop all instances of trigger. Again, you missed what action does. This one is for terminating any instances of triggers that are currently running, (like if you put WAIT inside it, remember triggers finish as soon as they start otherwise).
What you were looking for was Turn off [trigger], as this one will disable events activating the trigger (in your case: Every 2 seconds). Then use Turn on [trigger] to enable events again.
I HAVE A BREAKTHROUGH!!! LOOK OVER MY TRIGGERS IN THIS MAP AND EVEN TEST IT!!! Is this what your looking for? :D
I made these 3 triggers to make it work...
Variable-Integer = 0
------------Trigger (Kill Counter)
Events - Any Unit Dies
Conditions- Not -> Owner of player 1
Actions- Variable- Modify (Kill Counter) + 1
Data Table- Save (Kill Counter) as "kill score" in global data table
Player Modify- Player 1 Minerals + 1
----------Trigger (Once kills = 20)
Events - Every 0.2 seconds
Conditions - If "kill score" from data table >= 20
Actions - Turn Spawn Marine trigger off
Turn Spawn Marauder trigger on
Turn Current Trigger off
@uiasdnmb:
Ah! It worked! Tanks! Your very good at explaining, since you explain what the different veriables actually do.
Now my last question simple is; How do i activate the next spawn group.
I did this to spawn2:
Red spawn 2
Events
Timer - Every 2.0 seconds of Game Time
Local Variables
Conditions
0 <= (Ghost count for player 1, counting Queued Or Better) <= 119
Player kills[(Triggering player)] == 1
Actions
Unit - Create 1 Ghost for player 1 at (Position of Bunker [14.50, 88.50]) using point facing (No Options)
Unit - Order all units in (Last created units) to ( Move targeting (Center of Region 001)) (Replace Existing Orders)
Becouse i though if i had another condition: Player (triggered) kills 1.... Ahhh... I now understand.. But how to do this... Could you please help?
@yukaboy:
Wow thx, ill check it, one sec
@yukaboy:
Yes sir! That is exactly what im looking for:) Thanks a million!
Np. I knew everything had to do with saving numbers in the Data Table, but I couldn't figure out how. Then I remembered that I could create a variable and make triggers make the variable appear as if were counting.
@yukaboy:
Theres a problem...
Since i have 8 players, and every player has one ally.. for example player 1 is with player 2. Player 3 with player 4.. and so on.
Therefor i have to use this for it to work on everyone->
Unit dies
Events
Unit - Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) > 0
Actions
Variable - Modify Player kills[(Killing player)]: + 1
This is fine, but it leads to that i cant save kill score table since it will save them all.
So i have 2 players set up for now.. player 1 and player 3 (since player 2 is ally.. cant fight against him)..
Player 1 kills
Events
Unit - Any Unit dies
Local Variables
Conditions
Player kills[(Killing player)] == 1
Actions
Trigger - Turn Red spawn Off
Trigger - Turn Red spawn 2 On
Trigger - Turn (Current trigger) Off
This is for player one and does not work
Player 3 kills
Events
Unit - Any Unit dies
Local Variables
Conditions
Player kills[(Killing player)] == 1
Actions
Trigger - Turn Red spawn 2 2 Off
Trigger - Turn Red spawn 2 3 On
Trigger - Turn (Current trigger) Off
This is player 3 and wierdly enough it, when he kills, starts both are second unit triggers....
PS: DONT get confused by the "Trigger names" ive just copy paste them so they have similar names, but their correctly imputed.
What i THINK i have to do is "Condition" but instead of Killing player , have player 1 and for the player 3 trigger "Player 3".. But cant find a specific player input.
You know what i can do?
@uiasdnmb:
Problem again, mr Uiasdnmb, could u se what i wrote ? ;/
@doite:
And it doesnt help with "Triggered player either..." Seems triggered player on both = triggers both the triggers
What is the problem exactly? Is it a problem with saving it to certain names? Is there a problem with Events? Did you make spawn triggers that are for later initially off? What is the problem so I can try and see if I can duplicate what you've done and fix it.
If it's a problem with (If player 1 kills anyone but unit owned by player 1) then you can simply add player 2 to the Not-> Owned by player 1 condition. You can add multiple like this. Not-> Owned by player1 / Owned by player 2.
@yukaboy:
Ive attached the file here.. im hopefull noone is stupid enough to steal my idea since its both a noobish one + not so different to zonecontrol.
@yukaboy:
And the problem btw is that it spawns next units (in this ex snipers) when player 3 kills me for BOTH him and me. But when i kill him nothing happends.. Maybe its the way around.. But still.. I want it to be that when I kill a unit.. MY ghosts starts to spawn, and when he kills 1 of my units. HIS units starts to spawn
BREAKTHROUGH!!! I figured out (it took me awhile) that you didn't set the player 1 and 3 kills to have the condition be greater than or equal to. I had that prblm b4. It makes it so ur kills HAVE to be exactly 1 instead of greater or equal to. Well, that's only one prblm I guess. I'll see if this works. :D
Edit: Nope...that's not the only prblm. I'll see if I can fix it. :(
@yukaboy:
haha, breakthrough =) Well thanks mate! Very kind
OMG!!! ANOTHER BREAKTHROUGH!!! I found out your problems and fixed them. LOL AND THE BIGGEST MISTAKE WAS YOU SHOULD MAKE YOUR REQUIRED KILLS A BIGGER NUMBER THAN 1 LOL!!! Here's your map back with my redoing everything. (Just so you know, my older triggers replaced yours...sry, but I needed to find the prblm so ur gonna have to add your leaderboard actions back in yourself again. sry :( ) I figured out a few places that were missing and that you had that tiny mistake that I reset to 20. :D So your map now allows u to spawn ghosts. Idk if thats the case for player 3, but player 1 certainly works now. :D
@yukaboy:
Thanks so much for your help! You going on the loading screen for SURE! =) PS: ill tell you when its done and playable, still have alot to do
Your welcome. And thx...I'd love to try it once it gets into beta. I could be a tester too! :D I'm especially good at that because I'm very good at coming up with ideas that inspire authors to make their maps a lot more fun. :D Good luck on your map! :D
LOTS OF SMILEYS!!!
:D :D :D :D :D :D :D :D :D :D :D :D :D
@yukaboy:
And its up and published!
Name: [TDF] Team Death Fight
Have it a try =)
Great! I'll check it out as soon as I get everything I need to do, done. Oh, and btw, on SC2, my name is "Deviler" and my code is 137. I think you know why I mensioned that... :D