• 0

    posted a message on Trigger places buildings far from mineral patches.

    @Ahli634: Go

    I can put a command center down on the same footprint as the starting location. So i figured it wouldn't be too close/far to the minerals

    Posted in: Triggers
  • 0

    posted a message on Trigger places buildings far from mineral patches.

    I made a trigger to chose from terran or protoss, and it places the nexus/command center and 6 workers, but it places them away from the minerals. I have it set to place them at the starting location of triggering player and set the starting locations by the mineral patches in the correct location, but it ignores it.

    Dialog Boxes' Events Dialog - Any Dialog Item is used by Player Any Player with event type Clicked Local Variables Conditions Actions General - If (Conditions) then do (Actions) else do (Actions) If (Used dialog item) == Terran Then Unit - Create 6 SCV for player (Triggering player) at (Start location of player (Triggering player)) facing (Random angle) degrees (No Options) Unit - Create 1 Command Center for player (Triggering player) at (Start location of player (Triggering player)) facing 270.0 degrees (No Options) Else General - If (Conditions) then do (Actions) else do (Actions) If (Used dialog item) == Protoss Then Unit - Create 6 Probe for player (Triggering player) at (Start location of player (Triggering player)) facing (Random angle) degrees (No Options) Unit - Create 1 Nexus for player (Triggering player) at (Start location of player (Triggering player)) facing 270.0 degrees (No Options) Else Dialog - Hide Race Dialog for (Active Players) Camera - Zoom camera for player (Triggering player) at (Start location of player (Triggering player)) from ((Real(Default Camera Distance)) + 8.0) to Default Camera Distance over 0.0 seconds

    Posted in: Triggers
  • 0

    posted a message on removing units in unit group from game

    First off I have a trigger that spawns units A and places them in unit group A and spawns units B and places them in unit group B. Secondly I have a timer that makes unit group B attack move to a point that unit group A spawns at. I cant figure out how to remove all the units from A and B whenever one of the two unit groups have no living units.

    Posted in: Triggers
  • 0

    posted a message on SC1 Queen in editor

    @peranzormal: Go

    how do you set it to the unit/building initially? Im not very good with hosting or actor events

    Posted in: Data
  • 0

    posted a message on SC1 Queen in editor

    Would you guys know how to add an effect like contaminate to a building indefinitely?

    Posted in: Data
  • 0

    posted a message on SC1 Queen in editor

    @maverck: Go

    Alright, I'l just do that then thanks :D

    Posted in: Data
  • 0

    posted a message on SC1 Queen in editor

    So, I made a unit that resembles the starcraft 1 queen, and when I use infest on a command center that has low hp, it just changes the owning player to me, and then stays as a command center. Can't get it to change into an infested command center. Any ideas?

    Posted in: Data
  • 0

    posted a message on Game End Trigger- Need help

    @thepumaman1: Go

    Yeah, thats what I was trying to do thanks. How did you do your conditions, like what condition did you use?

    - I cant seem to figure out the If (player3's unit) is dead, all i get is and, comparison, not, or, text has been set, within bounds.

    idk, I can do actions and events fine but with conditions I get confused easily

    Posted in: Triggers
  • 0

    posted a message on Game End Trigger- Need help

    So basically, I have a survival map with 4 players. Currently I have set up when a player (Player 3) dies, player (Player 3) End game in defeat. Like that but for each individual player. I can't think of how to make a trigger for when players 1 - 4 are dead then it ends the game for players 1 - 4. So everyone looses at once.

    Posted in: Triggers
  • To post a comment, please or register a new account.