Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Trigger creating more zealots than I'd like
Trigger creating more zealots than I'd like
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May 11 2010, 12:13 am
By: Symmetry  

May 11 2010, 12:13 am Symmetry Post #1

Dungeon Master

So I've got these triggers:

Code
Trigger("All players"){
Conditions:
    Always();

Actions:
    Set Resources("Current Player", Set To, 50, ore);
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
    Command("Current Player", "Any unit", At most, 0);

Actions:
    Defeat();
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
    Command("Non Allied Victory Players", "Any unit", At most, 0);

Actions:
    Victory();
}

//-----------------------------------------------------------------//

Trigger("All players"){
Conditions:
    Command("Player 12", "Terran Comsat Station", At least, 1);

Actions:
    Move Location("Player 12", "Terran Comsat Station", "Anywhere", "Location 0");
    Remove Unit At Location("Player 12", "Terran Comsat Station", All, "Anywhere");
    Create Unit("Current Player", "Protoss Zealot", 1, "Location 0");
    Wait(50);
    Preserve Trigger();
}

//-----------------------------------------------------------------//

+hypers


And for some reason, when I spawn a comsat station it creates a zealot at the location, and an additional zealot at the center of the map. I have no idea why it creates a zealot at the center of the map, and if anyone could help out, it'd be nice :/



:voy: :jaff: :voy: :jaff:

May 11 2010, 12:23 am NudeRaider Post #2

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

Problem 1: Trigger owner is All Players. ==> Use only one player that owns the trigger
Problem 2: Commands doesn't update until the next trigger loop. ==> use bring

Fixing either problem will make it work.




May 11 2010, 12:31 am Symmetry Post #3

Dungeon Master

You sir are a God among men! Thank you.

Topic can be locked :DDDDDDDDD



:voy: :jaff: :voy: :jaff:

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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
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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