Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Hypertrigger and Spawn
Hypertrigger and Spawn
Nov 16 2019, 6:22 am
By: linestine  

Nov 16 2019, 6:22 am linestine Post #1



I am using a trigger where the player brings a unit to a location. When the unit comes to the location it causes units to spawn.

Unfortunately, the spawn is happening many times. It seems the trigger is triggering like 5x instead of 1x. The change occurred when I started using hypertriggers.

Does anyone have any recommendations about how to spawn only once while using hypertriggers?



None.

Nov 16 2019, 8:45 am GGmano Post #2

Mr.Pete-Tong

Use death count is Best. You can use switch to.

When You create the unit in trigger put condition suffered deaths of an unused unit by the player and in actions You set the suffered death by the player to 1

Example
Player 1
Conditons
If player1 bring unit to location 1
If player1 suffered 0 deaths of (cantina)
Action
Preserve trigger
Create unit at location1 with propeties
Set deaths by player1 (cantina) to 1


Later You can set the dc(death count er) back to zero if You need reuse the trigger

If You only want 1 unit created one Time You dont need dc You can just dont use Preserve trigger in actions.

Post has been edited 2 time(s), last time on Nov 16 2019, 9:05 am by GGmano.



A Legendary Map Maker, Player. Apparently im more than intresting to observe Irl

you could be the rat??

The maps I made are tweaked into perfection and maximum strategy added

Nov 16 2019, 9:10 am linestine Post #3



Alright thanks, I will try that tomorrow. It sounds like it will work!



None.

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[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
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