View Full Version : trigger quiz
thehorde420
07-02-2004, 9:19 PM
well im bored and i want to see how good my trigger skills are in campaign editor. now im not saying i am the best trigger maker in the world, as a matter of fact i could be the worst for all i know. (i don't know anyone else who makes mapa... im probably not the worst trigger...er...er in the world) so it would be cool if somebody would come up with something to do (within the limits of sc triggers of course) and see how many people can do that. it would also be nice if you knew how to do it yourself before you suggested a scenario but i guess you don't have to. everyone feel free to post your own solutions to the problems. "LET THIS BE A LEARNING EXPERIENCE FOR EVERYONE!!!" (ahem) man that was bad. sorry!
bluemicrobyte
07-03-2004, 5:01 AM
I make maps. Now you know someone else who makes maps. As for the quiz, I'm assuming you want people to name effects, and people have to post what they think the trigger that accomplishes that effect is. Heres my effect:
How do you make a ban feature without using units on the map? (meaning you can't have a "kill units to ban" square or a "bring unit to beacon to ban" square. I have done this :) (If you need the answer PM me as I am not subscribing to this thread. sorry)
Kejardon
07-03-2004, 5:24 AM
Easy. Use a trigger that will kill the player off if he is a foe of the banner.
Only problem I see is that it still requires a unit specific to a player (Opponents command at least 1 P2 unit), or a unit owned by the bannee that will definitely be at a certain location at all times (and will not have other opponents at any time) (Opponents bring at least 1 flag to P2 ban)... but the banner doesn't need any unit.
Or, if you don't want to discriminate, you can have a ban-all button. :P (P1 has at least X opponents in game)
peace_machine
07-03-2004, 7:42 AM
I know a method of accomplishing bule's problem, does crashing SC count?
Ok if you get sick of that try this problem:
A unit must follow a terrain path. The unit cannot go off the path at all. Design a trigger system that will not allow the unit to move off of the path or so will have the same effect in game.
You cannot use any physical barriers. i.e. units, doodads, water.
Kejardon
07-03-2004, 1:42 PM
Ok, got it:
CONDITIONS:
P1 brings at least 1 unit to No passing 1
ACTIONS:
Move all units for P1 at No Passing 1 to P1
Preserve Trigger
CONDITIONS:
P1 brings at least 1 unit to No Passing 2
ACTIONS:
Move all units for P1 at No Passing 2 to P1
Preserve Trigger
Repeat with as many locations as needed
CONDITIONS:
Always
ACTIONS:
Center location named P1 on all units owned by P1
Preserve Trigger
thehorde420
07-03-2004, 3:52 PM
yeah Kejardon's solution sounds about right on how you'd solve peace machine's problem. umm... about bluemicrobyte's problem, what is a "ban feature". im sorry, i don't know much lingo about this...im dumb
EdvardMunch
07-03-2004, 5:40 PM
I know of another way of solving peace_machine's trigger question:
You have 2 1x1 locations. We'll name them A and B.
The sides of the path are lined by Burrowed Zerglings owned by player 2. You are player 1.
CONDITIONS
- Always
ACTIONS
- Move "A" to men owned by player 1 at "anywhere"
- Preserve Trigger
CONDITIONS
- Player 2 brings at most 0 Zergling to "A"
ACTIONS
- Move "B" to men owned by player 1 at "anywhere"
- Preserve Trigger
CONDITIONS
- Player 2 brings at least 1 Zergling to "A"
ACTIONS
- Move all men owned by player 1 at "A" to "B"
- Preserve Trigger
This way, you only need a grand total of 2 locations, though depending on how long the path is, you might use a lot of Zerglings. Lately, I've been finding that 1650 units aren't nearly enough for me...
You could do it with something involving shared vision I suppose o.0
peace_machine
07-03-2004, 10:50 PM
I can see how both methods would work. Kejardon if the path had say 20 corners you would be fast running out of locations and the marine is always spawning in the same spot. I never thought of that EvardMunch, you solved it. Although running out of units may be a problem. However there is a way to do it without aditional units with a few triggers.
Play this map to see what I mean.
bluemicrobyte
07-03-2004, 10:57 PM
Ok new problem
thehorde420
07-04-2004, 12:11 AM
now i once heard of someone making a "Simon" type game with triggers. i don't know if its possible but i'd like to see. anyone else want to try it? supposedly it would show you something in a random order and you would have to repeat that in a time limit. i would suggest maybe beacons but your choice really. i still have no idea if it is even possible.
mod-demonic
07-04-2004, 4:30 PM
what triggers do u use to make the game crash by using a beacon -.-...
kinda easy...
Nahotnoj
07-04-2004, 4:46 PM
you have a unused unit somewhere on thw maop where the players cannot see it, then when a player brings a unit to the beacon, you create a map revealer where the unused unit is, and center view at it.
Or just use sf to change the wirefrasme colors of the beacon till you find one that makes sc crash, then click on the beacon.
vBulletin® v3.7.2, Copyright ©2000-2008, Jelsoft Enterprises Ltd.