The only reason I hadn't replied with it yet was because those still replying seemed wholly uninterested :><:I used 3 locations that were 2 wide and maximum height, 3 locations that were 2x2, and 1 location that was 1x1 pixel.
One max height location starts on the left border of the screen, one starts on the right, and one starts in the center.
Along the very bottom of the map, I placed stacked Creep Colonies that extended along the left edge of the map to the right, at 1 tile intervals, all of them belonging to P11 except for a few at the beginning for P12 (the ones between the Right location and the Center location). I also placed a Spire for P12 near the right side of the map, to serve as a simple indicator of when it had reached the end.
Below is the trigger, copy and pasted from TrigEdit. All locations I used start with "Border - ".
Left, Right, Center = 2 x Max Height locations.
Grid Left, Right, Center = 2 x 2 locations at bottom of map, aligned with the max height locations.
Conditions:
Bring("Player 8", "Protoss Observer", "Borders - Center", Exactly, 0);
Bring("Player 12", "Zerg Spire", "Borders - Center", Exactly, 0);
Actions:
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Right", "Borders - Right");
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Right", "Borders - Grid 1x1 Pixel");
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Right", "Borders - Grid Right");
Give Units to Player("Player 11", "Player 12", "Zerg Creep Colony", 1, "Borders - Grid 1x1 Pixel");
Move Location("Player 12", "Zerg Creep Colony", "Borders - Grid Center", "Borders - Center");
Move Location("Player 12", "Zerg Creep Colony", "Borders - Grid Center", "Borders - Grid 1x1 Pixel");
Move Location("Player 12", "Zerg Creep Colony", "Borders - Grid Center", "Borders - Grid Center");
Give Units to Player("Player 12", "Player 11", "Zerg Creep Colony", 1, "Borders - Grid 1x1 Pixel");
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Left", "Borders - Left");
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Left", "Borders - Grid 1x1 Pixel");
Move Location("Player 11", "Zerg Creep Colony", "Borders - Grid Left", "Borders - Grid Left");
Give Units to Player("Player 11", "Player 12", "Zerg Creep Colony", 1, "Borders - Grid 1x1 Pixel");
Preserve Trigger();
He didn't need above and below, although that would work similarly.
Edit: By the way, I was referring to the content of recent postings in the thread when I made the comment about unhelpful conduct. I didn't mean the earlier posts, for example, your original post in the thread was constructive, helpful, and legitimate since it would work exactly the way you described it
I didn't mean to sound like I was including such posts in my comments.Post has been edited 4 time(s), last time on Oct 12 2010, 12:17 pm by DevliN. Reason: Mineral abuse.







It would be like, the most epic breakthrough. I could never get anything to work. The way I tested it was, I had a computer on the map and he has 1 Civilian run into a power-up cage filled with 99 other Civilians. On his way there, I have a Siege Tank that hits him once. Now he runs inside, and power-ups seal the cage shut behind him. Then, Junkyard Dog is turned on for 5 minutes, and after it's over, the 1 Civilian needs to be moved via location outside with a trigger. You know it's the right one because of its reduced health.


