Staredit Network > Forums > Modding Assistance > Topic: How do you have triggers in a mod?
How do you have triggers in a mod?
Dec 28 2008, 5:25 am
By: Angle Lock  

Dec 28 2008, 5:25 am Angle Lock Post #1



In Field command mod i saw where you can only choose terran and if you choose toss or zerg your main building is gonna blow up instantly...

How do you do something like that?



None.

Dec 28 2008, 6:59 am O)FaRTy1billion[MM] Post #2

👻 👾 👽 💪

That can be done with iscript... but you can also add triggers to specific gametypes. Make some triggers in StarEdit (no strings, locations or CUWP slots), export it, then strip the header. Replace triggers\melee.trg or whichever gametype you want. Be sure to include victory/defeat conditions.



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Dec 28 2008, 3:39 pm Symmetry Post #3

Dungeon Master

Quote from O)FaRTy1billion[MM]
That can be done with iscript... but you can also add triggers to specific gametypes. Make some triggers in StarEdit (no strings, locations or CUWP slots), export it, then strip the header. Replace triggers\melee.trg or whichever gametype you want. Be sure to include victory/defeat conditions.

Why would you use iscript? Orders tab of units.dat is so much simpler. You just change everything to 'die'.



:voy: :jaff: :voy: :jaff:

Dec 28 2008, 8:37 pm O)FaRTy1billion[MM] Post #4

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It was really late and I was tired... I didn't think of orders. xC



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

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