View Full Version : Bound Triggers
Terran-u-Apart
08-28-2005, 10:50 PM
Hey i've been posting this same question everywhere i just really need an answer,
I need help with my bound. How do i make it so when my ling touches something it dies?
Thanks for the help
You'll need 2 triggers and a location for this, assuming that you only have one Zergling with this 'death touch' thingy.
1st - Place a 2x2 location in the map and name it what you want but be sure to remind it's name. I'll call mine Death Touch.
2nd - The triggers, wich I suggest ya to make'em for the player who own that kind of 'Ling. ;)
Stalking Location trigger
Conditions:
- Current player commands at least 1 of Unit you want to. --> A Zergling in this case.
Actions:
- Centre location labeled Death Touch for Current Player at Anywhere.
- Preserve trigger.
Death Touch Trigger
Conditions:
- Player X brings at least 1 men to Death Touch. --> It's advised that the players that are your foes are in here or preferably the force they belong into. And if the Zergling only kills land units not aerial ones you'll have to repeat this trigger for all land units, by changing the units
Actions:
- Kill all units for Player X at Death Touch. --> Same as above in this trigger's conditions. And if the Zergling only kills land units not aerial ones you'll have to change the location's atributes to only affect ground.
-Preserve trigger.
Good luck with your map, btw. :)
Terran-u-Apart
08-29-2005, 2:27 PM
When i do all that for some reason right off the bat the zerglings die. think you can help? :)
And I actually just fixed that problem but the Zergling only dies when i touch 1 certain archon.
LegacyWeapon
08-29-2005, 11:50 PM
Move the location onto the Zergling and not the Archon.
Fronter
08-30-2005, 12:31 AM
Move the location onto the Zergling and not the Archon.LegacyWeapon speaks the truth... You do not center view on he Archon, because it will pick one, and stay with it, if you have a Zergling, it shall follow that Zergling.
Also, use Hyper Triggers, they make the Center Location follow better: (Put for a computer with no wait time)
Condition:
Always
Action:
Wait 0 Millieseconds (Copy till the end, then remove last two)
Preserve trigger
Comment (A lot of people don't realize that you can have comment, and it will make no different effect, I just can't stand have uncommented triggers)
LegacyWeapon
08-30-2005, 1:00 AM
You do not center view on he Archon, because it will pick one, and stay with it, if you have a Zergling, it shall follow that Zergling
Usually it picks the left-most one. If there is a tie for the left-most one, then it will usually pick the bottom-most one (bottom-most not in all cases).
And it does not stay with it because if the left-most one changes, then it will go to the new left-most one.
Fronter
08-30-2005, 4:54 PM
Thanks for telling me that, I never knew it. Strange... it goes for the left, how odd... Must of been the way they programmed it.
Terran-u-Apart
08-30-2005, 11:46 PM
Thanks :) But to simplify doin all that stuff couldnt i just make a trigger that follows each zergling and then just do:
Conditions - Player 8 (the bad guy) brings atleast 1 of any unit to 'Zergling'
(The trigger that is following the Zergling)
Actions - Kill all of any unit for Player 1
Preserve Trigger
Comment: Zergling Kill
:confused: But uh anyways, now that we got that outta the way. You know those obstacles where you have to time it just right or move to the right spots and stuff? I'm sure you do. It'd be nice if someone could help explain to me how to do that :D
For that I already got it to look and act exactly how i want it, but using my nooby trigger of: -=doesn't work=-
Conditions - Player 1 brings 1 of any unit to 'Square 1' (the first explosion of
the obstacle) Player 8 brings 1 of any unit to 'Square 1'
Actions - Kill all of any unit for Player 1
Preserve Trigger
Comment: Sq 1 Death
I appreciate all the help so far, and im sorry for makin this post so long :D
P.S. - I am using Hyper Triggers
0ssjskipp0
08-31-2005, 12:23 AM
This is a VERY simple trigger, it goes like this...
Players
8
Conditions
Switch "x" is set
Actions
Create 1 'X' at 'Location' for 'player 8'
unit is whatever unit, location is whatever location
Kill all any unit for all players at 'Location'
wait 'x'
comment (level 1)
Preserve Trigger
Okay, that's the basic thing, for more explosions, copy the:
Create 1 'X' at 'Location2' for 'player 8'
Kill all any unit for all players at 'Location2'
wait 'x'
So it looks like:
Create 1 'X' at 'Location' for 'player 8'
Kill all any unit for all players at 'Location'
wait 'x'
Create 1 'X' at 'Location2' for 'player 8'
Kill all any unit for all players at 'Location2'
wait 'x'
Create 1 'X' at 'Location3' for 'player 8'
Kill all any unit for all players at 'Location3'
wait 'x'
comment (level 1)
Preserve Trigger
And just continue that forhowever long =) have fun making bounds!
...
:confused: But uh anyways, now that we got that outta the way. You know those obstacles where you have to time it just right or move to the right spots and stuff? I'm sure you do. It'd be nice if someone could help explain to me how to do that :D
For that I already got it to look and act exactly how i want it, but using my nooby trigger of: -=doesn't work=-
Conditions - Player 1 brings 1 of any unit to 'Square 1' (the first explosion of
the obstacle) Player 8 brings 1 of any unit to 'Square 1'
Actions - Kill all of any unit for Player 1
Preserve Trigger
Comment: Sq 1 Death
You can do as desribed above by SsjSkip', wich if I recall correct is (somewhat) accurate or you could just peep under the Deception map that Blizz' made (http://www.battle.net/scc/OS/motm2000.shtml) and look in it's triggers for the plasma vents, wich seem oddly familiar to what you're trying to pull anyway. *Wink, wink*
I appreciate all the help so far, and im sorry for makin this post so long :D
P.S. - I am using Hyper Triggers
Long posts, pfeh! :smirk: You haven't seen some around here, mainly in the IR section. And there's no problem with that, trust me (except if it's all spammy and fuzzy :P).
Edit add: And hypers will help ya in some cases but could screw with some other stuff. I'm currently experiencing a problem in a test map with 2 connected teleport beacons with only 2 locations and the use of hypers in there. *Rants*
0ssjskipp0
08-31-2005, 10:30 AM
If you really want to make a bound, here's one of my old maps, that I have that's been finished, this is an umprotected vertion, so no stealing =O but you can have a look at how everything works ^_^.
Kingscrab
08-31-2005, 11:01 AM
Okay, i didn't read all the posts so i may be repeating. Are you going to have this effect ONE super killer zergling or more than one?
This is what i would try.
1) Place the zerling on map and Put a location over it.
2) You can set the location (call it ZERG1) to always center (move?) itself on the zergling found in ZERG1. (i forget the exact trigger sequence, but i will look it up when i get home.) PRESERVE it. When the zergling runs around, ZERG1 will follow it and center on it. (assuming you started the zergling INSIDE ZERG1) I JUST tried this on a recent map i made and it works. I suppose one problem might be that the zergling might be too fast and run out of ZERG1 before the trigger has a chance to activate, so make it a good sized box. (or use hyper triggers?) Now, if you make multiple "super killer zergs", you will need one location for each zerg. The locations will follow each one. It's best if you keep those zerglings FAR AWAY from each other. Maybe on predetermined paths in areas cut off from each other. I don't know what will happen if they cross paths. It will probably mess up the trigger, because now ZERG1 won't know which one to follow... anyway...
3) Use that killing trigger:
PLAYER 1 (or whoever) BRINGS - AT LEAST 1 MEN (or whatever) to ZERG1 - KILL ALL MEN for PLAYER 1 at ZERG1 - PRESERVE
You will have to repeat this if you have multiple zerglings of course...
4) Now you have a zergling that will kill everything it meets. Of course, i would uncheck the 3 air boxes on ZERG1... unless those zerglings can jump!
5) Sorry, I know nothing about "hyper trigger" so don't ask me... :cry:
Basan
08-31-2005, 12:04 PM
At KingCrab, look in the thread's 1st page for the right trigger sequence... *Cough*Post nr. 2*Cough* :smirk:
And also for ya here are the hypers (http://www.warboards.org/showpost.php?p=142871&postcount=1) and what they do, all ya have to do is just scroll a tad downwards. :D
Kingscrab
08-31-2005, 12:16 PM
At KingCrab, look in the thread's 1st page for the right trigger sequence... *Cough*Post nr. 2*Cough* :smirk:
And also for ya here are the hypers (http://www.warboards.org/showpost.php?p=142871&postcount=1) and what they do, all ya have to do is just scroll a tad downwards. :D LOL :D True enough.
Basan, I don't doubt your wisdom in the least. You have BIG TIME SC skills, my friend! ;)
I had this same question though when making my map the other day so i looked up some old Basan posts actually! :) I played around a bit, and this was the solution i found for multiple super death zergs. (well, they aren't "super death zergs" in MY map, but you see what i'm saying...)
Of course, i usually tend to take the loooong way to solve an SC problem.
Basan
08-31-2005, 12:25 PM
LOL True enough.
Basan, I don't doubt your wisdom in the least. You have BIG TIME SC skills, my friend!
*Rofl* By any chance you saw the hypers info? :angel:
But you can doubt it at will. Actually am having problems (as said before in here) with a test map for teleporting beacons and the several methods - of wich recalled 4 so far - normally used for it. :confused:
Fronter
08-31-2005, 1:26 PM
Well Basan, you do know more than the average map maker, and every map maker has problems on their map. (I have an annoying little bug on Revenge of the Ages) But your knowledge is quite/very above the people who are average. Though there are problems... Eventually we find ways to fix it, (Or like me) find a way around it, or make something alternate.
Well Basan, you do know more than the average map maker, and every map maker has problems on their map. (I have an annoying little bug on Revenge of the Ages) But your knowledge is quite/very above the people who are average. Though there are problems... Eventually we find ways to fix it, (Or like me) find a way around it, or make something alternate.
Well to be honest the map I'm making was to show fellas how to do 'smooth' teleporting beacons with the 3 more used methods with only 2 locations (that I recall) those being the:
- Ultra warping (prevents ground units to set off the destiny beacon on arrival)
- Burrowed unit warp (an hidden units acts as a switch)
- The 'common' switch method that is getting me mad enough to even removing the darn hypers auxiliary test, since that without it can't get the units to test the other optional methods. Altough in the past had similar warping beacons and they worked nicely this one doesn't with only one switch in the triggers (thinking of switch savings :P). I have to move away the units real fast or they keep pushing back n' forth between the beacon even having wait blocks before setting the action(s) that really count for the warping. And for instance, the H.Temp' can't get away from the beacons once he gets in'em. >_<
/me rants about teleporting being so easy to pull on WC3 mapping and tries to post the map itself*
If anyone can find where am stumbling upon and fix it or simply show it to me I'll be more than glad to kiss ya. :smirk:
And of course there's Blizz's method with 4 locations and 2 beacons but that one is so basic, imho, that I figured it our even before confirming it inside the game *.mpq's. :devil:
Real motive for this map: For sums and to tell ya the truth this is what have been keeping me from sending the revamped FAQ to UED, because I wanted to send the more accurate intel for him to review / add his own parts expectin' to give him the least work possible. Because I wanted to upload the map file 'somewhere', link to the FAQ itself (as they say "an image worths a thousand words") and since most mappers am encountering lately prefer it that way - altough being somewhat cheesy- am trying to set up a test run to see if it works. :)
Fronter
08-31-2005, 6:56 PM
I shall look into this when I get time... Right now I need to hurry up and do something, then I shall check with what I say.
Terran-u-Apart
08-31-2005, 9:58 PM
Hey its me again :D lol
None of those explanitions were good enough (I need it in idiot language :confused: lol) or they just didnt work right. I am still having trouble with the death triggers. Incase my last explination didnt make any sense im talking about the ones where its like 'explosion' -wait 50 miliseconds- 'explosion' -wait 50 miliseconds- 'explosion' ect. The trouble I'm having is that when the explosions blows up above my Zergling it doesnt die. :concern: . And its not cause my death triggers are wrong im pretty sure its just cause the unit dies too fast. So if I could get any suggestions that'd be nice :) .
Whiteknight
08-31-2005, 10:47 PM
Ah, I thought you might be having trouble with those at the beginning, but I waited since I thought it was something else.
Anyways:
Conditions:
Switch "x" is set
Actions:
Create 1 "unit" at "location 1"
Kill all any unit at "location 1"
Wait 200 ms
Create 1 "unit" at "location 2"
Kill all any unit at "location 2"
wait 200 ms
preserve trigger
That's basically the whole basic trigger. Location 1s and 2 are your obsticles, so that it does an alternating explosion (Eg. O X -> X O) and if your zergling is in that location when the unit is blown up it will also die.
Basan
09-01-2005, 11:50 AM
Hey its me again :D lol
None of those explanitions were good enough (I need it in idiot language :confused: lol) or they just didnt work right. I am still having trouble with the death triggers. Incase my last explination didnt make any sense im talking about the ones where its like 'explosion' -wait 50 miliseconds- 'explosion' -wait 50 miliseconds- 'explosion' ect. The trouble I'm having is that when the explosions blows up above my Zergling it doesnt die. :concern: . And its not cause my death triggers are wrong im pretty sure its just cause the unit dies too fast. So if I could get any suggestions that'd be nice :) .
Obviously, I assume that you even didn't bothered to peep under the Deception map hood (as said earlier (http://www.warboards.org/showpost.php?p=223100&postcount=10)). It becomes self-evident after you look into it. :poke:
Terran-u-Apart
09-01-2005, 9:05 PM
http://img.orgnetwork.com/wb/icons/icon1.gif Re: Bound Triggers
Ah, I thought you might be having trouble with those at the beginning, but I waited since I thought it was something else.
Anyways:
Conditions:
Switch "x" is set
Actions:
Create 1 "unit" at "location 1"
Kill all any unit at "location 1"
Wait 200 ms
Create 1 "unit" at "location 2"
Kill all any unit at "location 2"
wait 200 ms
preserve trigger
That's basically the whole basic trigger. Location 1s and 2 are your obsticles, so that it does an alternating explosion (Eg. O X -> X O) and if your zergling is in that location when the unit is blown up it will also die.
Thank you soo much WhiteKnight. I just tried doin what you said and it worked! lol im stoked :D. Such a simple trigger and yet it made me so furious lol :).
Thanks again for everyone's help.
Thank you soo much WhiteKnight. I just tried doin what you said and it worked! lol im stoked :D. Such a simple trigger and yet it made me so furious lol :).
Thanks again for everyone's help.
Terran-u-Apart
09-01-2005, 10:06 PM
Hey unfortunaely i have another problem. Incase you didnt read above i was able to figure out how to do those triggers i needed. For some reason (which i hope is very common and easy to fix) the units die super fast and the wait trigger isnt helping it. It'd be nice if i could get some help :) thanks
Terran-u-Apart, do you have hypers amidst that map's triggers by any chance? :o
If so, that's what is actually speeding up all the triggers in it. I do believe that it will 'speed down'/be fixed if you remove'em. Or if you must have hypers in it, try to set the wait blocks in those (explosion) triggers to be >1000 milisecs. ;)
Terran-u-Apart
09-04-2005, 3:08 AM
For some reason the wait triggers are all messed up. For instance: if I use no wait time the units die like a continuous stream of death but if i wait for the slightest amount of time such as 1 milisecond it waits like 15 SECONDS.
If you want you can tell me how to send my map and you can take a look at it. :)
Omegastorm
09-04-2005, 3:14 AM
First question: Did you put the "preserve trigger" bit at the end? Sometimes, if you put it in the middles it will restart the trigger and cause multiple instances of the trigger to occur, causing the issue you've described. Second, is your trigger the same as what was posted earlier? If not, can you post it, and I'll have a lok to see what might be the issue...
Terran-u-Apart
09-04-2005, 2:13 PM
This is one of the triggers i am having problems with:
Players:
Player 1 - 5
Player 8
Conditions:
Current player brings 1 'Runner' to location 'Level 3 Start'
Actions:
Create 1 Protoss Archon at 'C1' for Player 8
Kill all of any unit for all players at 'C1'
Create 1 Protoss Archon at 'C2' for Player 8
Kill all of any unit for all players at 'C2'
Create 1 Protoss Archon at 'C3' for Player 8
Kill all of any unit for all players at 'C3'
Wait 100 miliseconds
Create 1 Protoss Archon at 'D1' for Player 8
Kill all of any unit for all players at 'D1'
Create 1 Protoss Archon at 'D2' for Player 8
Kill all of any unit for all players at 'D2'
Create 1 Protoss Archon at 'D2' for Player 8
Kill all of any unit for all players at 'D2'
Wait 100 miliseconds
etc.
Preserve Trigger
Comment: Lvl 3
GO BRONCOS! lol
Thanks for the help :D
Terran-u-Apart
09-04-2005, 11:00 PM
P.S. - If you want you can give me your AIM screen name so that way we could communicate faster.
Omegastorm
09-05-2005, 1:20 AM
Got it! Try setting the players to "All Players" and none other. As it is, your trigger will trigger separately for each player, causing multiple instances of the same trigger at once (Thus the delays or mass explosions). Since you only want this to happen one time, try setting it like I've said. It should then work fine.
Whiteknight
09-05-2005, 1:21 AM
This is one of the triggers i am having problems with:
Players:
Player 1 - 5
Player 8
Conditions:
Current player brings 1 'Runner' to location 'Level 3 Start'
Actions:
Create 1 Protoss Archon at 'C1' for Player 8
Kill all of any unit for all players at 'C1'
Create 1 Protoss Archon at 'C2' for Player 8
Kill all of any unit for all players at 'C2'
Create 1 Protoss Archon at 'C3' for Player 8
Kill all of any unit for all players at 'C3'
Wait 100 miliseconds
Create 1 Protoss Archon at 'D1' for Player 8
Kill all of any unit for all players at 'D1'
Create 1 Protoss Archon at 'D2' for Player 8
Kill all of any unit for all players at 'D2'
Create 1 Protoss Archon at 'D2' for Player 8
Kill all of any unit for all players at 'D2'
Wait 100 miliseconds
etc.
Preserve Trigger
Comment: Lvl 3
GO BRONCOS! lol
Thanks for the help :D
Alright, first off, make a new group and call it "bounders".
Then:
Players:
"Bounders"
Condition:
Current player brings 1 "runner" to location "start level 3"
Actions:
Set switch 3 "on"
Set switch 2 "off"
-----
Players:
Computer
Conditions:
Switch 3 is set
Actions:
Blahblah
wait 100
blahblah
wait 100
preserve trigger
---
The way you have it now is that it is creating the thing over and over again while your "runner" is sitting there. Using switches fixes this problem.
Omegastorm
09-05-2005, 1:26 AM
I consider my way easier...
>.>
<.<
:P
If you want you can tell me how to send my map and you can take a look at it.
There are several ways to send your map. For one, and the most commonly used is posting it and to do that you must click on the "go advanced" button below the typing (text) box. After that is done a new page should appear with a larger text box in it nad right below that box you should see a button called "manage attachments". From there I think you do it on your own. ;)
Another common method is to send an e-mail to any member you want to. Click on that member's name and it's profile should show up. Then look in there for an "send e-mail option on it's profile details right side.
As for WK's solution I think it might work. Altough I'd most likely spare on the switches (unless you must have 2 to be recognized or believe that it can't be done without'em). Btw, you must set also a "preserve trigger" action in the trigger that sets the switches for it to work everytime you activate it. :)
Edit add: As for OmegaStorm's concept it would be inneficient since that way (read if you put the trigger owner to "All Players") the trigger would be set also by the units doin' the explosion SFX's, wich I doubt that's your intention. :confused:
Omegastorm
09-05-2005, 7:02 AM
Right, I got confused there. But my way still works.
Just set it to a non-PC player, easy. Don't have multiple players selected and it's a piece of cake.
Right, I got confused there. But my way still works.
Just set it to a non-PC player, easy. Don't have multiple players selected and it's a piece of cake.
The units doin' the explosions SFX's belong to "all players" don't they? :poke: If he has it set in one trigger then it would set the trigger as soon they appear in that location area. Thus the WK's idea for creating a new group and placing all players that must set the explosions trigger in there is better, imho.
And there are certain occasions where you can set triggers to all players that it won't mess your intentions I can grant that (read doors, teleporters and certain traps without SFX's for some), but this isn't one of'em, since it's my belief that he doesn't want to set the exploding bit without the correct players either they're AI or human.
Omegastorm
09-05-2005, 7:18 AM
That's not what I mean. INSTEAD of selecting all players, select a computer (I'll take player 8 as an example). That means the trigger will only happen once, but will still run the desired effect without all that extra confusing mass of backup triggering.
That's not what I mean. INSTEAD of selecting all players, select a computer (I'll take player 8 as an example). That means the trigger will only happen once, but will still run the desired effect without all that extra confusing mass of backup triggering.
I guess to see your point. You're saying now that it would be better to have similar triggers but one for each player that may set the explosions part. (Is that it? :confused: )
If he/she intends to have a single player to set the explosions, then yes ('cause it won't replicate the SFX's units for each appearing spot more than once for each explosions area activation). ;)
As for the exploding SFX's only once, it's my assessment that he/she does want'em repeated again when a certain player(s) steps back in that location, so it won't do that way imho. :o
Omegastorm
09-05-2005, 9:47 AM
Ah, now that I see the trigger, I see why you've been getting confused. I didn't pay enough attention, so it needs at least one more trigger. Here, let me demonstrate the triggers in their entirety.
First trigger sets the level in motion:
Players:
Player 8
Conditions:
(Use the group that contains all human players here) brings 1 'Runner' to location 'Level 3 Start'
Actions:
Set switch ('lvl3explosionthingy')
Second trigger is the explosion one:
Players:
Player 8
Conditions:
Switch is set ('lvl3explosionthingy')
Actions:
Create 1 Protoss Archon at 'C1' for Player 8
Kill all of any unit for all players at 'C1'
Create 1 Protoss Archon at 'C2' for Player 8
Kill all of any unit for all players at 'C2'
Create 1 Protoss Archon at 'C3' for Player 8
Kill all of any unit for all players at 'C3'
Wait 100 miliseconds
Create 1 Protoss Archon at 'D1' for Player 8
Kill all of any unit for all players at 'D1'
Create 1 Protoss Archon at 'D2' for Player 8
Kill all of any unit for all players at 'D2'
Create 1 Protoss Archon at 'D2' for Player 8
Kill all of any unit for all players at 'D2'
Wait 100 miliseconds
etc.
Preserve Trigger
Comment: Lvl 3
EDIT: Ah crud. Now that I look at it, WK and I had THE SAME IDEA! (I just messed mine up by not reading things properly >_<)
Basan
09-05-2005, 10:02 AM
Ah, now that I see the trigger, I see why you've been getting confused. I didn't pay enough attention, so it needs at least one more trigger. Here, let me demonstrate the triggers in their entirety.
...
EDIT: Ah crud. Now that I look at it, WK and I had THE SAME IDEA! (I just messed mine up by not reading things properly >_<)
Ah, that's why carefull reading pays off in the long term... now we've got into some place (of agreement, that is). ;)
Omegastorm
09-05-2005, 10:56 AM
It's actually a bit annoying. I've spent countless hours slaving over a million UMS games, and then when I try and help someone, I end up looking like a noob because I didn't read their post properly. *sigh*
Basan
09-05-2005, 11:45 AM
It's actually a bit annoying. I've spent countless hours slaving over a million UMS games, and then when I try and help someone, I end up looking like a noob because I didn't read their post properly. *sigh*
Don't worry much about it. It happens/ed to us all at some point in life (either foruming or in the real deal of it). ;)
I do recall a couple of situations in foruming that would rather bleach over but wth... what doesn't 'kill' us, makes us stronger (read learning all the way through life).
Terran-u-Apart
09-10-2005, 3:03 PM
I have yet another problem. My map was going very smoothley until i redid one of my old obstacles that was messed up. Now it is creating 3 units at 1 location instead of 1. This is causing bad problems, help is appreciated :D .
Omegastorm
09-11-2005, 2:27 AM
More than likely, you have multiple players selected to activate the bound trigger, which can cause multiple appearances. Otherwise, it MIGHT be something to do with hypers (I'm no expert on those having never used them).
Again, it's recommended you show us the trigger so we can help.
Terran-u-Apart
09-11-2005, 3:33 PM
Well the triggers were working 100% perfect before but then i tweeked one of 'em and they got all messed up. The trigger is:
Players:
All Players
Conditions:
'Level 1' is set
Actions:
Create 1 unit
Kill unit
Wait
Create 1 unit
Kill Unit
Wait
etc.
MidnightGladius
09-11-2005, 3:44 PM
Well, I'm assuming you would have to clear the switch eventually.
Terran-u-Apart
09-11-2005, 4:42 PM
Thats not my problem . . .
HeroicRaptor
09-11-2005, 5:32 PM
post the .trg file (save your triggers and attach them to your post)
Well the triggers were working 100% perfect before but then i tweeked one of 'em and they got all messed up. The trigger is:
Players:
All Players
Conditions:
'Level 1' is set
Actions:
Create 1 unit
Kill unit
Wait
Create 1 unit
Kill Unit
Wait
etc.
Do you have a "preserve trigger" thingy amidst that trigger's actions? If so, you must also set an action that clears the switch that enables the trigger as said in the below quote.
Well, I'm assuming you would have to clear the switch eventually.
And if that didn't work, wich I seriously doubt (if you have the above refered action in there), try to make the owner of that specific trigger the human player to see if it solves things. ;)
Omegastorm
09-12-2005, 9:30 AM
Your problem is here:
All Players
The trigger will activate for each active player, and so I assume you have 2 computer players and 1 normal player active (using units and doing stuff)in your tests. Anyway, simply change "All Players" to any one active player and presto! All fixed.
Kingscrab
09-12-2005, 9:33 AM
Your problem is here:
The trigger will activate for each active player, and so I assume you have 2 computer players and 1 normal player active (using units and doing stuff)in your tests. Anyway, simply change "All Players" to any one active player and presto! All fixed. I agree. This sounds like the root of the problem.
*Meh* Heck... I've said that already, but wth you 2 are also entitled to have your share of fun. :smirk:
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