Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Move Trigger not working?
Move Trigger not working?
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Mar 7 2010, 7:29 am
By: payne  

Mar 7 2010, 7:29 am payne Post #1

:payne:

You can download the map here (it's in the site's DLDB).

My triggers create invincible units in an isolated area until players choose their transporter-unit. Once that's done, the transporter is created invincible at that same area and then the trigger disable invincibility for [any unit] owned by the 'current player'. Finally, it moves all these units from that area to the level.

Somehow, the trigger doesn't seems to work properly...
If you want to take a look at it (the trigger) in the map, it's is the 3 very last triggers of 'Player 1', 'Player 2', etc., 'Player 5'.
Anything related to this level is under the same player's triggers.

For testing purposes, you must choose the Dropship level at start. Have fun trying to find out what the hell is going on D=

Post Scriptum: I am using 'Warp Gate' and 'Walls' DCs and some switches (07, 70, 71 and 72).
The 'Warp Gate' is for the number of units left to be chosen. The 'Walls' is for the Unit Package ID a player have chosen.

Thank you very much,
bg-payne

EDIT: I forgot to talk about the Locations emplacement: The level is at the Middle-Left and the choosing area is at the Middle-Right.
Any location related to this level starts with "7-1".

Post has been edited 1 time(s), last time on Mar 7 2010, 7:06 pm by payne.



None.

Mar 7 2010, 9:08 am Cinolt Post #2



the doodads in the middle are blocking the ground units



None.

Mar 7 2010, 7:21 pm payne Post #3

:payne:

Quote from name:yoonkwun
the doodads in the middle are blocking the ground units
I can't believe it was that simple, thank you. >.<
I wonder how comes the units wouldn't simply get moved and displaced though, anyone has ideas? Because usually, they do get moved and displaced... could this custom doodad make this trigger act weirdly? :O



None.

Mar 7 2010, 7:53 pm JaFF Post #4



If there was a unit blocking the location, the moved/created unit would be offset. If the unit is blocked by terrain or doodads, it does not work.



None.

Mar 7 2010, 7:59 pm payne Post #5

:payne:

Quote from JaFF
If there was a unit blocking the location, the moved/created unit would be offset. If the unit is blocked by terrain or doodads, it does not work.
Thanks.

Topic served its purpose.



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[02:27 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
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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
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[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
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[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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