Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Floor traps make me cry
Floor traps make me cry
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Mar 7 2009, 4:39 pm
By: Pixies  

Mar 7 2009, 4:39 pm Pixies Post #1



Howdy all,

Ok, first off, ive just beat a 4 yr wow addiction and im pretty rusty with SC editor :crazy:
I've always made basic maps (basic player vs player maps) but ive never actually made any sort of story... until now :D

im currently half way thro making an alt ending / spin off scenario where you defeat the overmind using jims forces as apposed to the protoss, havent had any troubles with any triggers... until i made an installation level last night.

ok, so heres what my map involves so far...

The player controls Jim Raynor (marine) (force 1, player 3, human) with rescuable terran forces scattered throught the level (force 1, player 2, recuable)
The ememy will be zerg ofc (player 4, force 2, computer)

simple so far... now, im aware of floor trap ownership (owned by the player you have selected when they are placed, and traps owned by players without a start location act as if they are computer controlled with no alliance)

heres what i want to happen... the floor traps are currently allied with player 3 and will attack player 4 on sight, during the course of the level the story will inform the player that the turret control systems have been damaged and all base defences will now attack the player... and thats where ive come unstuck.

i currently have players 1,2 and 3 in force 1 (player 1 being the computer controlled allied player that controls the traps) and player 4 in force 2...

heres the triggers i thought would make this possible:

player 1
Condition: switch 1 is set
Action: set Player 3 to ally

Condition: switch 1 is cleared
Action: set Player 3 to enemy

Condition: always
Action: set Player 4 to enemy

player 3
Condition: always
Action: Set Switch 1

Condition: switch 1 is set
Action: set Player 1 to ally

Condition: switch 1 is cleared
Action: set Player 1 to enemy

Condition: player 1 brings 1 any unti to location X
Action: clear switch 1


all that happens is the traps attack the zerg player (4), however once switch 1 is cleared the turrets do not attack player 3's units

sorry for the long winded post but ive tried everything that i could think of and still cant get it to work :-( any help would be appreciated.



None.

Mar 7 2009, 5:23 pm stickynote Post #2



So, to my understanding, you want player 1's floortraps to attack the players (2,3) when switch 1 is cleared. Am I right?
In that case, you problem is here...
Quote
Condition: switch 1 is set
Action: set Player 3 to ally

Condition: switch 1 is cleared
Action: set Player 3 to enemy

You didn't use preserve trigger. When the game starts, all switches are cleared, so player 3 is set to enemy at the beginning of the game, then switch 1 is set, and player 3 is set to ally. So put a preserve trigger in the actions for the second trigger listed above.



None.

Mar 7 2009, 5:36 pm Pixies Post #3



Quote
So, to my understanding, you want player 1's floortraps to attack the players (2,3) when switch 1 is cleared. Am I right?

100% correct and preserve worked a treat, i was unaware that switches are cleared at game start so makes perfect sense now, thank for clearing that up :)



None.

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