Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Triggers Conditions Help
Triggers Conditions Help
Oct 1 2008, 2:13 am
By: criyton  

Oct 1 2008, 2:13 am criyton Post #1



Im making a UMS map and i need a trigger condition to this effect:

This is an example:: If Player 1 commands exactly 1 Terran Marine at location XYZ.

I only see commands with no location or commands THE most/least at location.

I am using SCMDraft 2 and it allows custom triggers. But i have no clue how to write a trigger. Ill be researching it while waiting for a reply to this topic.



None.

Oct 1 2008, 2:44 am Falkoner Post #2



Brings is the condition used when saying at a location, Commands is the equivilent of saying Brings to Anywhere. The "custom triggers" you speak of are only a text form of normal triggers, the triggers you can use are already pre-defined, you can't create your own.



None.

Oct 1 2008, 3:55 am criyton Post #3



OK let me try to make this a little clearer. First off some simple abbreviations.
CU= Character Unit
P(#)= Player 1-5 example P1= Player 1
Class Change= the character changes from one of the 6 CU's to a different CU
Level up= Change unit hp% to blah blah blah and all that good stuff. A trigger u dont need to know the specifics of.


There are 5 possible players and 6 CU's to choose from. I want players to be able to change the CU's any time they like, yet save the progress in leveling for each CU.

Now i have a 30 secluded locations that u CANT bring a unit to. Each Player has 1 of each possible CU on the locations. Example: Location P1 CU 1 has the first unit (CU1) of the 6 CU's u can choose from, and it belongs to player 1. Location 2 has the second unit(CU2) of the 6 CU's you can choose from, and it also belongs to player 1. Location 7 has the first unit of the 6 CU's you can choose from, and it belongs to player 2. Now at the start when the player brings the civilian to the CU 1 beacon, the unit corresponding to what he chose is moved to town. Example if player 1 brings exactly 1 civilian to location CU 1 then move 1 CU1 at location P1 CU 1 to location Town Spawn. Move Civilian to Location Civilian Holding. Now if player 1 brings exactly 1 CU1 to Academy (Class Change), move 1 CU1 for player 1 at any location to location P1 CU 1. Move Civilian to Location Choose CU. If player 1 brings exactly 1 Civilian to location CU 2 move 1 CU2 at location P1 CU 2 to location Town spawn.

Now that ive made a semi clear / semi confusing situation leading me up to my problem. Here is why i need a trigger that states: commands exactly 1 unit at location.....

Now for leveing CU2... if player 1 (still using CU2) kills exactly 10 men then Level Up player 1 CU2.
Now on a SEPERATE trigger for leveling CU1... If player 1 kills exactly 10 men then level up CU1.
And the problem is presented when player 1 acheives the trigger with CU2: if player 1 kills exactly 10 men then Level Up CU1
This defeats the idea of seperate character levels.

They share the same trigger because i cant specify where the units are.
If i had a trigger that said: If player 1 commands exactly 0 unit at location CU 2 AND player 1 kills exactly 10 men, then level up CU 2.
It would them work because it would be true that player 1 CU2 is not at location CU 2 (thus it has been chose to be played at that moment) and would level up withought leveling player 1's CU1.



None.

Oct 1 2008, 4:03 am criyton Post #4



however i may have jsut solved my own problem using game area and brings unit to game area location :P



None.

Oct 1 2008, 6:01 am rockz Post #5

ᴄʜᴇᴇsᴇ ɪᴛ!

http://www.staredit.net/wiki/Selection_Systems
Here's an article on selection systems. You'll want to use one of these to change characters. It's most intuitive to use the location based selection system, and that's probably what you are using. Could you describe, in general terms, how you are going to switch characters?

Also, you mention 30 locations. Does that mean you have five CU1s in a full game, or do the players share CU1?



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[06:10 pm]
Ultraviolet -- sweet summer child
[2026-6-26. : 10:31 am]
NudeRaider -- blessed innocent soul knows nothing of the strife we had before EUDs were discovered :teehee:
[2026-6-23. : 3:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[2026-6-22. : 8:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
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