Hey guys, check out my comedic map, Plan H. I hate to say too much, because I don't want to ruin any jokes, but do know that choosing different difficulties sets you on different paths. There's also multiple endings (about 6ish or so).
Be sure to turn volume on as well as there is some fantastic voice acting :P
Might just be because you're using the option "ignore placement". If you get rid of that, then it won't spawn inside of stuff like minerals. Not sure what kind of hills you're talking about, but it shouldn't spawn on that lowest elevation area, where no one is able to walk.
This is what it looks like in my Stukov - Man or Monster map.
CreepSpreadEventsTimer-Every15.0secondsofRealTimeLocalVariablesConditionsActionsGeneral-Pickeachintegerfrom0to137,anddo(Actions)ActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)If(CreepispresentatCreepSpread[(Pickedinteger)].Creep Point) == True
Or
Conditions
(Creep Spread[(Pickedinteger)].Creep Tumor is alive) == False
Creep Spread[(Pickedinteger)].Creep Tumor == No Unit
Then
Variable - Set Tumor # = (Picked integer)
Trigger - Run Creep Spread - Make the Tumors (Check Conditions, Don't Wait until it finishes)
General - Wait 0.01 Game Time seconds
Else
Creep Spread - Make the Tumors
Events
Local Variables
Local Creep Tumor # = Tumor # <Integer>
Conditions
Actions
Campaign - Create Zerg drop pod at Creep Spread[LocalCreepTumor#].Creep Point with (Last created units) (Wait until it finishes)
Unit - Create 1 Creep Tumor (Burrowed) for player 3 at Creep Spread[LocalCreepTumor#].Creep Point using default facing (No Options)
Variable - Set Creep Spread[LocalCreepTumor#].Creep Tumor = (Last created unit)
I have all my creep tumors in a array record which records the unit itself, and their intended position. The Tumor # is a global variable that let's the second trigger know which creep tumor is being made via drop pod. I imagine a function version would be similar, but again, I haven't tried it out yet.
I encountered this problem awhile back. I imagine your problem is that you're using them in a loop, or there's just a bunch of them together in a single trigger.
The problem is because they have that wait option to them. So if you have one after the other, each one has to wait for the previous one to finish. And if I remember right, most things wouldn't spawn correctly with drop pods if you didn't use the wait option.
Anyways, on to the solution. What I did was have one trigger that would coordinate the drop location and all that and update a global variable. That same trigger would use a run trigger action to run a trigger that did the actual drop pod action itself. I did a tiny wait action delay (like .01 seconds) within the first trigger just to be sure the second one would be able to grab the correct global variable (as soon as it would run, I'd have the second trigger grab the global variable and store it in it's own local variable).
After seeing another recent post in this forum ("Function settings"), however, I'm thinking there is probably a simpler way to do use via a thread function. The next time I use drop pods, I'll probably try it out.
Oh, that's very cool to know about. In maps in the past I would create a seperate trigger with no event, and use the run trigger action. Ussually some variable needed referencing, so had to do global variables.
This gets me wondering, are local variables in custom functions much like the ones in triggers? Where they won't be referenced by things outside the action? Specifically for instance, let's say I had a loop that picked all of player 1 units, marked them red, then killed them 10 seconds later. Could I do something like:
I realize with something like that situation, I could set it up several other ways. I'm simply wondering about how local variables work in custom actions. Basically I'm hoping that the 1st loops picked unit won't have any affect on subsequent loops because of the wait action.
Huh, quite interesting. So does that bully trigger make them build a unit as a person would? By which I mean, select a worker, and build it if enough resources are available (probably saving up til they have enough).
I'm not 100% sure on this, but I once heard someone say you can't use functions in events. So maybe just create a region around the rescuable unit, and use that instead.
Yea, triggers are fun, but there's definitely a lot of trial and error :)
One lesson I learned somewhat early on was that everything is executed in order (Actions in a trigger, and also if you have two triggers with the same event, then the one higher up on the list goes first). I put a 'turn trigger off' action after a wait action, instead of at the very beginning and ended up with a trigger going 10 or so times when I only wanted it to play once xP (So many nydus worms, haha)
With damage stuff you can use the "catalog" triggers. But I've never tried to figure out how to use an equation with them. Some people will just use the set handicap trigger to set increased difficulty over time, as it affects many things.
I'm not 100% clear on your problem. I think it's your really long named trigger, right?
If so, I'm pretty sure the problem with that is that a while loop is active while the conditions are true, then it turns off for good. So your conditions were already bad when they were first checked. (The missions time was 25 which was under the 60 game time condition.)
I changed that trigger around a bit, and it seems to be working. A while loop would probably still work with the way I changed the event, but I'm kind of used to using if then statements within repeated loops.
A whole lot more categories for the genre of map than what the arcade currently has. I've been wanting a category for single player/mission style for quite some time xP
Currently looking forward to the new patch, which I heard is supposed to allow you to make mods that players can then apply to any map of their choice. I want to make a modified version of my 'Nydus Mastermind' map in mod form that would work with any map. Making the mods will probably be the same as how mods are currently made, but I feel like waiting to make sure. Don't really wanna repeat any of the tedious work xP.
Also thinking I might make a separate game mode for it where a player will essentially be able to create their own balance patch for it, and play it with others. Will be my first go working with banks. Don't think they'll be any need for me to try and hide stuff with protection stuffs, since it'll be meant to let the player edit most custom resource costs n stuff.
Are you using custom triggers, or just the regular melee triggers? A good way to spawn stuff only for the players in game is to use the pick each player action, then choose active players.
0
Hey guys, check out my comedic map, Plan H. I hate to say too much, because I don't want to ruin any jokes, but do know that choosing different difficulties sets you on different paths. There's also multiple endings (about 6ish or so).
Be sure to turn volume on as well as there is some fantastic voice acting :P
Teaser Trailer below!
0
Might just be because you're using the option "ignore placement". If you get rid of that, then it won't spawn inside of stuff like minerals. Not sure what kind of hills you're talking about, but it shouldn't spawn on that lowest elevation area, where no one is able to walk.
0
@Hockleberry: Go
This is what it looks like in my Stukov - Man or Monster map.
I have all my creep tumors in a array record which records the unit itself, and their intended position. The Tumor # is a global variable that let's the second trigger know which creep tumor is being made via drop pod. I imagine a function version would be similar, but again, I haven't tried it out yet.
0
I encountered this problem awhile back. I imagine your problem is that you're using them in a loop, or there's just a bunch of them together in a single trigger.
The problem is because they have that wait option to them. So if you have one after the other, each one has to wait for the previous one to finish. And if I remember right, most things wouldn't spawn correctly with drop pods if you didn't use the wait option.
Anyways, on to the solution. What I did was have one trigger that would coordinate the drop location and all that and update a global variable. That same trigger would use a run trigger action to run a trigger that did the actual drop pod action itself. I did a tiny wait action delay (like .01 seconds) within the first trigger just to be sure the second one would be able to grab the correct global variable (as soon as it would run, I'd have the second trigger grab the global variable and store it in it's own local variable).
After seeing another recent post in this forum ("Function settings"), however, I'm thinking there is probably a simpler way to do use via a thread function. The next time I use drop pods, I'll probably try it out.
0
Oh, that's very cool to know about. In maps in the past I would create a seperate trigger with no event, and use the run trigger action. Ussually some variable needed referencing, so had to do global variables.
This gets me wondering, are local variables in custom functions much like the ones in triggers? Where they won't be referenced by things outside the action? Specifically for instance, let's say I had a loop that picked all of player 1 units, marked them red, then killed them 10 seconds later. Could I do something like:
I realize with something like that situation, I could set it up several other ways. I'm simply wondering about how local variables work in custom actions. Basically I'm hoping that the 1st loops picked unit won't have any affect on subsequent loops because of the wait action.
0
Eh, personally I'm not that into micromanagement. The whole designing the car stuff would be boring to me.
0
Did you use the action to initialize the AI? Start melee/campaign AI.
0
@StarNooBCraft: Go
Huh, quite interesting. So does that bully trigger make them build a unit as a person would? By which I mean, select a worker, and build it if enough resources are available (probably saving up til they have enough).
0
I'm not 100% sure on this, but I once heard someone say you can't use functions in events. So maybe just create a region around the rescuable unit, and use that instead.
0
Yea, triggers are fun, but there's definitely a lot of trial and error :)
One lesson I learned somewhat early on was that everything is executed in order (Actions in a trigger, and also if you have two triggers with the same event, then the one higher up on the list goes first). I put a 'turn trigger off' action after a wait action, instead of at the very beginning and ended up with a trigger going 10 or so times when I only wanted it to play once xP (So many nydus worms, haha)
0
With damage stuff you can use the "catalog" triggers. But I've never tried to figure out how to use an equation with them. Some people will just use the set handicap trigger to set increased difficulty over time, as it affects many things.
0
I'm not 100% clear on your problem. I think it's your really long named trigger, right?
If so, I'm pretty sure the problem with that is that a while loop is active while the conditions are true, then it turns off for good. So your conditions were already bad when they were first checked. (The missions time was 25 which was under the 60 game time condition.)
I changed that trigger around a bit, and it seems to be working. A while loop would probably still work with the way I changed the event, but I'm kind of used to using if then statements within repeated loops.
0
A whole lot more categories for the genre of map than what the arcade currently has. I've been wanting a category for single player/mission style for quite some time xP
0
Currently looking forward to the new patch, which I heard is supposed to allow you to make mods that players can then apply to any map of their choice. I want to make a modified version of my 'Nydus Mastermind' map in mod form that would work with any map. Making the mods will probably be the same as how mods are currently made, but I feel like waiting to make sure. Don't really wanna repeat any of the tedious work xP.
Also thinking I might make a separate game mode for it where a player will essentially be able to create their own balance patch for it, and play it with others. Will be my first go working with banks. Don't think they'll be any need for me to try and hide stuff with protection stuffs, since it'll be meant to let the player edit most custom resource costs n stuff.
0
Are you using custom triggers, or just the regular melee triggers? A good way to spawn stuff only for the players in game is to use the pick each player action, then choose active players.