Having some issues cloaking bunkers & beacons.
(It's been awhile since I've done this, and I was using the tutorials).
Player 5 > Human
Player 4 > Computer
Currently, my trigger is:
Conditions
> Always
Actions
> Disable all bunkers for player 4 at anywhere.
> Give all bunkers owned by player 4 to player 5.
> wait(0)
> Give all bunkers owned by player 5 to player 4.
However, regardless of which trigger I use
(I've tried give and vision) they always still
appear & I just can't click on them.
As well, I'm using hypertriggers with all players.
None.

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
You must make a detector for the players who should not see it.
Remove the detector afterwards and they're almost invisible. (You can still see the shadow)
Alternatively you can give the bunker to each player for 1 trigger loop then give it to the next player etc. and back to P4.
That gives vision too. I think that's what you're doing. (If P5 is the player who should not see them)
If you do that correctly make sure you disable all bunkers. If there are more than 1 in a location you need to do some cycling system as the disable doodad state only disables 1 bunker in the location and it's always the same.
So make something like this:
If P4 controls at least 1 bunker
And switch 'disable init' is set
Then disable 1 bunker of P4 at anywhere
And give 1 bunker at anywhere to P5
You can make copies of this trigger to speed up the process.
Then to finalise it, a trigger like that:
If P4 controls at most 0 bunker
And switch 'disable init' is set
Disable 'switch init'
wait(0)
Give all bunkers at anywhere owned by P5 to P4
When you got more players give the bunkers to each of them for 1 trigger loop in an extra trigger.
Also when you use hyper triggers for all players make sure the hypers are at the bottom of your trigger list or the wait will cause a wait block
This is how I did my invisible factories The disable trigger is another trigger. Seems like you just need to increase the wait. (vision isn't instant unfortunately.)
Actions:
Run AI Script("+Vi7");
Give Units to Player("Player 8", "Player 11", "Terran Factory", All, "Anywhere");
Create Unit("Player 8", "Protoss Observer", 1, "Open Gate");
Wait(2000);
Give Units to Player("Player 9", "Player 8", "Terran Factory", All, "Anywhere");
Remove Unit("Player 8", "Protoss Observer");
}
//-----------------------------------------------------------------//
Here's Rantent's triggers for this, since i was appalled to find that this map wasn't uploaded to the DB.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
Well..
It seems that while I have hyper triggers active..
All my wait(x) actions go straight to hell and don't work worth crap.
>.<
i.e. putting a wait(10000) ends up stopping my trigger in its tracks.
(unless 1 millisecond = 1 second in hyper trigger time? O_o.)
Post has been edited 1 time(s), last time on Jul 15 2008, 5:34 pm by ShanghaiJedi.
None.
Put the hypertriggers at the bottom of the trigger list, that will make them turn off when another wait is hit. Unless you put it for All Players, then the hypers will only turn off if every player runs a wait at the same time.
1 millisecond is always 1/1000 of a second.
None.
Put the hypertriggers at the bottom of the trigger list, that will make them turn off when another wait is hit. Unless you put it for All Players, then the hypers will only turn off if every player runs a wait at the same time.
1 millisecond is always 1/1000 of a second.
OH!
I guess I should adjust my hyper triggers from All Players to Player 1, 2, etc.
Thanks Falkoner!
EDIT: One problem down, another to go.I've currently got one of the units "abilities" as spawning 5 lurkers underneath him (burrowed on top of one another).
As well, they move as he does (slowing him down about 25%~ {he's a high templar}). However, whenever he moves near
enemy units, the lurkers won't automatically attack, and I have to manually make them attack other units.
> any way I can stop the lurkers from slowing down the speed of the templar.
> any way I can make the lurkers automatically attack enemy units versus manually attacking.
None.
Here, read
this tutorial on hypertriggers, you only need them to be under one player for it to speed up the triggers for the entire map, but when a wait runs for the same player, if it is below the hypertriggers, it will pretty much never run, if it is above them, they will turn on momentarily while it runs. Now, and can also put it for All Players and move it to the bottom of the trigger list, and that will also work well.
None.