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    posted a message on Please help, just need a simple trigger
    Quote from GlornII: Go

    You need to take the local variable "command Disables" and move it outside the trigger; on the right side; click and drag it above your trigger; so it is a global variable, not a local variable.

    I click & hold the variable and tried to drag just about everywhere of the editor I could and I had a red circle with a line going through it. lol!

    I am soo confused on how to create this global variable

    Posted in: Triggers
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    posted a message on Please help, just need a simple trigger

    Commanding Units

    Events

    Player - Player {Any Player} Minerals changes

    Local Variables

    UnitGroup = (Empty unit group) <Unit Group[16]>

    Conditions

    (Player (Triggering player) Minerals) <= 0

    Actions

    Unit Group - Pick each unit in (Last created units) and do (Actions)

    Action

    General - If (Conditions) then do (Actions) else do (Actions)

    If (Marine units in (Last created units) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) == No Unit Group

    Then

    Else

    UI - Disable Buttons for (Player group((Triggering player)))

    Posted in: Triggers
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    posted a message on Please help, just need a simple trigger

    Commanding Units

    Events

    Player - Player {Any Player} Minerals changes

    Local Variables

    UnitGroup = (Empty unit group) <Unit Group[16]>

    Conditions

    (Player (Triggering player) Minerals) <= 0

    Actions

    General - If (Conditions) then do (Actions) else do (Actions)

    If

    (Marine units in (Last created units) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) == No Unit Group

    Then

    Else

    UI - Disable Buttons for (Player group((Triggering player)))

    This is the closes thing I can work up, could someone check it please

    Posted in: Triggers
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    posted a message on Please help, just need a simple trigger

    Commandbar

    Events

    Player - Player 1 Minerals changes

    Player - Player 2 Minerals changes

    Player - Player 3 Minerals changes

    Player - Player 4 Minerals changes

    Player - Player 5 Minerals changes

    Player - Player 6 Minerals changes

    Player - Player 7 Minerals changes

    Player - Player 8 Minerals changes

    Player - Player 9 Minerals changes

    Player - Player 10 Minerals changes

    Player - Player 11 Minerals changes

    Player - Player 12 Minerals changes

    Player - Player 13 Minerals changes

    Player - Player 14 Minerals changes

    Player - Player 15 Minerals changes

    Local Variables

    Command Disabled = False <Boolean[16]>

    Player Minerals = 0 <Integer>

    Conditions

    Actions

    General - Switch (Actions) depending on Command Disabled[(Triggering player)]

    Cases

    General - If (False)

    Actions

    General - If (Conditions) then do (Actions) else do (Actions)

    If (Player (Triggering player) Minerals) == 0

    Then

    Unit Group - Pick each unit in (Any units in (Entire map) owned by player (Triggering player) matching Excluded: Missile, Dead, Hidden, with at most Any Amount) and do (Actions)

    Actions

    Else

    Default

    Variable - Set Player Minerals = (Player (Triggering player) Minerals)

    This is what I have done from your setup Glorn.

    Posted in: Triggers
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    posted a message on Please help, just need a simple trigger

    And Glorn, I added you to my B.net friends list, if we could talk further about your Trigger setup, it would be most helpful. I am stuck also on yours lol

    Posted in: Triggers
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    posted a message on Please help, just need a simple trigger

    This is what I have created ~

    Event Player - Player {Any Player} Minerals changes Condition (Player (Triggering player) Minerals) <= 0

    Action Unit Group - Pick each unit in (Last created units) and do (Actions) -Action ((????)) at this point I am lost what to do next as every option I look for it does not allow me to choose the units I want.

    Of course I am just lost.

    Posted in: Triggers
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    posted a message on Please help, just need a simple trigger

    Thank you Glorn, i will try your setup out and if works out well, I will write your name in for credit.

    And

    User_874412, for what you have under action, that would apply for all units, I don't want the scv's be counted.

    Posted in: Triggers
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    posted a message on Please help, just need a simple trigger

    Still could use the help, if another way could be done to create this effect, I am all ears.

    Posted in: Triggers
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    posted a message on Please help, just need a simple trigger

    See if I can sum it up.

    Player (A) Builds 2 HQ's (HQ's gives Player (A) 10 Minerals Each = 20 Minerals every 10 seconds).

    Player (A) now trains 30 Marines at the cost of 1 mineral each every 10 seconds. Total Cost: 30 Minerals

    Leaving player with 0 profit.

    Trigger Detects Player (A) has 0 Minerals. Trigger (Runs) and disables all command functions for all Marines 'Owned' by Player (A) - (Except SCV's)

    Player (A) Build 11 Skyscrapers giving 11 Minerals, Player (A) now has 31 Minerals coming in. Profit 1 Mineral.

    Trigger now Detects Player (A) has +1 Mineral Trigger (Runs) Activates Marines Command functions for Player (A).

    Trigger Repeats all above functions to keep check conditions.

    Hopfully this can sum it up for everyone.

    Posted in: Triggers
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    posted a message on Please help, just need a simple trigger

    Thank you for your reply, I am sorry if I have you most confused.

    What I like to see, In my map players build citys and each Skyscraper increases the players money by 1 for example.

    So, order for a player to support a army they must have x amount of Skyscrapers to support a army force for example 50 marines cost 1 mineral aka money every 10 seconds.

    So, I need a trigger setup so it would detect if each player has 0 minerals to fund their troops or not. If they do not, the trigger would disallow the triggering player to issue any commands to all military units on the field owned by that player.

    And if the player clearly has minerals again after the trigger has fired saying triggering player has 0 minerals, they would be allowed again to issue orders to their units on the field.

    If you are confused even more, let me know, thanks!

    Posted in: Triggers
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    posted a message on Please help, just need a simple trigger

    The type of trigger i am trying to make needs to go like this, Event 'Triggering player' property changes 'minerals' (Of course this whole thing can be rewritten to fit what it should look like)

    Condition Owner of triggering player 'property' changes <= 0

    Action Disable Commands for triggering player unit

    ----

    So, allow me to explain what i am wanting to do, I want it so that whenever a player cannot pay for their troops on the field, the trigger would disallow them to issue any commands to that unit and alll other military units on the field that they own but their workers aka scv's.

    If anyone could please create a sample map for me on how to create this, I will give credit on my map for doing so, thanks!

    Posted in: Triggers
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    posted a message on Trigger Issue. Small.
    Ability used
        Events
            Unit - Any Unit uses  Colonize Planet at Generic6 - Complete stage (Ignore shared abilities)
        Local Variables
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Unit type of (Triggering ability target unit)) == PlanetM - Minerals - 5every 20sec
                            (Unit type of (Triggering ability target unit)) == PlanetML - Metal - 2every 12sec
                            (Unit type of (Triggering ability target unit)) == PlanetC - Crystal - 2every 15sec
                            (Unit type of (Triggering ability target unit)) == PlanetG - Gas - 5every 12sec
                            (Unit type of (Triggering ability target unit)) == PlanetH Homeworld
                Then
                    Unit - Change ownership of (Triggering ability target unit) to player (Owner of (Triggering unit)) and Change Color
                Else
    

    The above trigger is suppose to change ownership of unit using "instant - target" ablity and some reason this does not work.

    AutoFollow

     Events
            Unit - Any Unit construction progress is Completed
        Local Variables
            Constructor = (Empty unit group) <Unit Group>
            Constructed = (Empty unit group) <Unit Group>
        Conditions
        Actions
            General - If (Conditions) then do (Actions) else do (Actions)
                If
                    Or
                        Conditions
                            (Unit type of (Triggering unit)) == Battlecruiser
                            (Unit type of (Triggering unit)) == Frigate
                            (Unit type of (Triggering unit)) == Cruiser
                            (Unit type of (Triggering unit)) == Wraith
                            (Unit type of (Triggering unit)) == Colony Ship
                Then
                    Unit Group - Add (Triggering unit) to Constructor
                    Unit Group - Add (Triggering unit) to Constructed
                    Unit Group - Pick each unit in Constructed and do (Actions)
                        Actions
                            Unit - Order (Picked unit) to ( Move targeting (Unit 1 from Constructor)) (Replace Existing Orders)
                            Unit Group - Remove (Triggering unit) from Constructed
                            Unit Group - Remove (Triggering unit) from Constructor
                Else
    

    The above trigger is suppose to auto follow its constructor after being constructed. This does not happen for some reason.

    Posted in: Triggers
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    posted a message on Small Trigger Problem, nothing you all cant fix.

    delete this, messed up post

    Posted in: Triggers
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    posted a message on MAJOR Error

    delete this topic, I dont know why but the map decide to test.

    Posted in: Data
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    posted a message on MAJOR Error

    I spent days working on this map and just randomly I am getting major errors when trying to test the map.

    Error is "t3heightmap" I put all the default terrain back on the map and put height back to like 8.00 and saved the and I still get this error.

    If anyone knows a fix, please I need to know

    Posted in: Data
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