If then's are found under general action in the right hand side of the window, in the code i pasted it shows the type of action it is, "General - If (Conditions) then do (Actions) else do (Actions)"
For the Or and Comparisons they are conditions, if you right click on the IF part and click on the condition it will show the different kinds of conditions you can place. So after creating the Or right click on the Condition and add a Comparison then click on the "(" to change what you want to compare which in this case is a unit type
The Trigger you want to change is the Set Enemy Unit Height, how its setup you have to create a if then for every enemy unit on the map but adding a or statement in the if can let you add units that you would think has the same height, here is how i set my height trigger
SetEnemyUnitHeightEventsLocalVariablesConditionsActions------- Set custom height values to each enemy unit used on the map, since the triggers can't gather this information by themselvesUnitGroup-Pickeachunitin(Unitsin(Entiremap)havingallianceEnemywithplayer1matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)anddo(Actions)Actions------- 0.5 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(Unittypeof(Pickedunit))==Zergling(Unittypeof(Pickedunit))==Zergling(Burrowed)ThenUnit-Set(Pickedunit)customvalue0to0.5Else------- 0.7 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==BanelingThenUnit-Set(Pickedunit)customvalue0to0.7Else------- 1.0 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfOrConditions(Unittypeof(Pickedunit))==Marine(Unittypeof(Pickedunit))==InfestedTerran(FromTerranInfestationRupture)(Unittypeof(Pickedunit))==Auto-TurretThenUnit-Set(Pickedunit)customvalue0to1.0Else------- 1.5 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==HydraliskThenUnit-Set(Pickedunit)customvalue0to1.5Else------- 6.2 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==UltraliskThenUnit-Set(Pickedunit)customvalue0to6.2Else------- 10.0 SetGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(Unittypeof(Pickedunit))==OverlordThenUnit-Set(Pickedunit)customvalue0to10.0Else
Through some tinkering figured a way to respawn non building units, this is mostly from Onetwo's unit death and item drops.
You'll want to start by making a global unit type variable, check array and leave it on no game link.
Make a new trigger name it something you'll remember like Define Mobs, set variable action, set it to the global var that was just made and change the variable to the unit you want to respawn, leave the 0 in the brackets alone. Repeat the process for as many mobs you want to respawn , add a comment above the set variables if your going to have other player sets besides player 15 the player(s) would fight, make sure to uncheck initially on in the right click options for the trigger.
New trigger name it preferably the player group the player(s) would fight and in event create a any unit dies(Event > Unit > Unit Dies) leave it as it is and make two variables, a unit type and point: unit type variable set to function > unit type of unit and the point variable function > position of unit. The naming of the variable left as Dieing unit with the type of variable they are(unit, position), now make a comparison condition and change the integer to the player group 15.
Make a If Then action, under if make a and condition, under and make another condition this one comparison and change the open parenthesis to unit type of unit, leave triggering unit alone and change the integer to to the global mob variable that has the data of specific units you want to respawn. Under then a General wait, set how long you want to wait till the mob respawns. New action Create units facing angle, change the first unit to your dieing unit type variable, 1 to 15, the point to your dieing unit position variable and the angle to a random facing found under function. One more trigger to add which is a general skip remaining actions. Now before you go in thinking it will just work there is one trigger we need to add in the initialization file, make a run trigger and point it to your mob definition trigger, so when the if then goes off it will check to see if the unit is within that array. So now you should be able to copy and paste your If Thens changing the array integer to the corresponding unit in your definition trigger, and that is set for 1 player group just copy the whole trigger if your using more then one group
Maybe you figured this our maybe not or maybe there are others wondering how to do this too
Say you want the map to focus on your town or camp at the start of the game, in your triggers preferably your initialization trigger make a create revealer found under Action > Visibility > Create Revealer. And right under that if your going to deal with maybe 3 or more areas, make a set variable(Action > Variable > Set Variable) and set a global revealer variable(Make sure to if this region is your starting area to check it as true) to that region(If your environment is extravagant when your making the regions it will be time consuming if you want it perfect(And if you don't know how to make a region, hit R to open it up and pick either the square or the circle to make one. Once you have place it you can open its properties to add more circle or square objects to shape your region). But if your doing a point check I suggest having your two connecting regions overlap a little and place a point at the edige of the overlap areas.
Now depending on how many regions your going to have create as many boolean global variables to accommodate, Create a new trigger and for event make a Unit Enters/Leaves Point(Event > Unit > Unit Enters/Leaves Point(Depending on how your regions are going to be set, if you want the player to be able to switch regions at any connecting edges then it should be a Unit Enters/Leaves Region, for me I have a checkpoint area set so Point is fine for me and how I will finish explaining how to do this, now if your going to have region checked this trigger will be useful)), and under Actions make a If Then Else(Action > General > If Then Else). Under IF make a And Condition(Condition > And) then under the newly created Conditions make a Comparison Condition. Click the ( and go to the variable radial up top, find your boolean global for that region, leave the == alone and click value 2 and click on the OK to make it a false value. Now under the Then make a new Set Variable and set it to the connecting area the player could go to, make a Set Camera Bounds(Action > Camera > Set Camera Bounds) and pick the region the player is in. New variable global for the area hte player is in and set it to true, make a Enable/Disable Revealer(Action > Visibility > Enable/Disable Revealer) Set it to true if it's not and current region the player is in, last trigger to make for this is a skip remaining actions(Action > General > Skip Remaining Actions). That should be it for checking to see if the player is entering a region or already in one.
Every trigger for your regions will be exactly like this one given the change of variables and regions and/or points, but parts of your regions could show up on the minimap depending how creative you were making your map. If you do have a hub like I do when you reenter that region it will be fully shown on the minimap or as I'm calling it when you enter that region the town map. Forgot to add when your leaving your revealed region make sure to set the visibility trigger to false, it can help with performance by doing so
If this becomes a bit confusing for some to follow I'll upload pics of the steps to make it easier.
0
@Coexistence: Go
If then's are found under general action in the right hand side of the window, in the code i pasted it shows the type of action it is, "General - If (Conditions) then do (Actions) else do (Actions)"
For the Or and Comparisons they are conditions, if you right click on the IF part and click on the condition it will show the different kinds of conditions you can place. So after creating the Or right click on the Condition and add a Comparison then click on the "(" to change what you want to compare which in this case is a unit type
0
@Coexistence
The Trigger you want to change is the Set Enemy Unit Height, how its setup you have to create a if then for every enemy unit on the map but adding a or statement in the if can let you add units that you would think has the same height, here is how i set my height trigger
0
Just need to add the close command to the gate and it will open and close when you want through triggers
0
Here is my respawn system, can set it up to have certain conditions in spawning can be very creative with it
http://forums.sc2mapster.com/development/tutorials/6804-respawn-system/
0
I was able to get it working with one trigger outside the initial, but I wanted it set to be on like a regular flashlight.
Course that would be just for 1 player would just need to fiddle with it for multi player use I would think
0
Through some tinkering figured a way to respawn non building units, this is mostly from Onetwo's unit death and item drops.
You'll want to start by making a global unit type variable, check array and leave it on no game link.
Make a new trigger name it something you'll remember like Define Mobs, set variable action, set it to the global var that was just made and change the variable to the unit you want to respawn, leave the 0 in the brackets alone. Repeat the process for as many mobs you want to respawn , add a comment above the set variables if your going to have other player sets besides player 15 the player(s) would fight, make sure to uncheck initially on in the right click options for the trigger.
New trigger name it preferably the player group the player(s) would fight and in event create a any unit dies(Event > Unit > Unit Dies) leave it as it is and make two variables, a unit type and point: unit type variable set to function > unit type of unit and the point variable function > position of unit. The naming of the variable left as Dieing unit with the type of variable they are(unit, position), now make a comparison condition and change the integer to the player group 15.
Make a If Then action, under if make a and condition, under and make another condition this one comparison and change the open parenthesis to unit type of unit, leave triggering unit alone and change the integer to to the global mob variable that has the data of specific units you want to respawn. Under then a General wait, set how long you want to wait till the mob respawns. New action Create units facing angle, change the first unit to your dieing unit type variable, 1 to 15, the point to your dieing unit position variable and the angle to a random facing found under function. One more trigger to add which is a general skip remaining actions. Now before you go in thinking it will just work there is one trigger we need to add in the initialization file, make a run trigger and point it to your mob definition trigger, so when the if then goes off it will check to see if the unit is within that array. So now you should be able to copy and paste your If Thens changing the array integer to the corresponding unit in your definition trigger, and that is set for 1 player group just copy the whole trigger if your using more then one group
0
Maybe you figured this our maybe not or maybe there are others wondering how to do this too
Say you want the map to focus on your town or camp at the start of the game, in your triggers preferably your initialization trigger make a create revealer found under Action > Visibility > Create Revealer. And right under that if your going to deal with maybe 3 or more areas, make a set variable(Action > Variable > Set Variable) and set a global revealer variable(Make sure to if this region is your starting area to check it as true) to that region(If your environment is extravagant when your making the regions it will be time consuming if you want it perfect(And if you don't know how to make a region, hit R to open it up and pick either the square or the circle to make one. Once you have place it you can open its properties to add more circle or square objects to shape your region). But if your doing a point check I suggest having your two connecting regions overlap a little and place a point at the edige of the overlap areas.
Now depending on how many regions your going to have create as many boolean global variables to accommodate, Create a new trigger and for event make a Unit Enters/Leaves Point(Event > Unit > Unit Enters/Leaves Point(Depending on how your regions are going to be set, if you want the player to be able to switch regions at any connecting edges then it should be a Unit Enters/Leaves Region, for me I have a checkpoint area set so Point is fine for me and how I will finish explaining how to do this, now if your going to have region checked this trigger will be useful)), and under Actions make a If Then Else(Action > General > If Then Else). Under IF make a And Condition(Condition > And) then under the newly created Conditions make a Comparison Condition. Click the ( and go to the variable radial up top, find your boolean global for that region, leave the == alone and click value 2 and click on the OK to make it a false value. Now under the Then make a new Set Variable and set it to the connecting area the player could go to, make a Set Camera Bounds(Action > Camera > Set Camera Bounds) and pick the region the player is in. New variable global for the area hte player is in and set it to true, make a Enable/Disable Revealer(Action > Visibility > Enable/Disable Revealer) Set it to true if it's not and current region the player is in, last trigger to make for this is a skip remaining actions(Action > General > Skip Remaining Actions). That should be it for checking to see if the player is entering a region or already in one.
Every trigger for your regions will be exactly like this one given the change of variables and regions and/or points, but parts of your regions could show up on the minimap depending how creative you were making your map. If you do have a hub like I do when you reenter that region it will be fully shown on the minimap or as I'm calling it when you enter that region the town map. Forgot to add when your leaving your revealed region make sure to set the visibility trigger to false, it can help with performance by doing so
If this becomes a bit confusing for some to follow I'll upload pics of the steps to make it easier.