Staredit Network > Forums > SC2 Assistance > Topic: Most efficient way to trigger my map.
Most efficient way to trigger my map.
Aug 29 2010, 10:17 pm
By: fat_flying_pigs  

Aug 29 2010, 10:17 pm fat_flying_pigs Post #1



How would I make the trigger:
If current player buys a hero, then a) Center point/region on his bunker and create unit, or b) Create unit at his bunker.
[note: current player*, there are 8 different players with 8 different bunkers.]

And since this will apply to a bunch of heroes, and therefore a bunch of triggers exactly like the above, is there a way to say:
If player has his "buy hero menu" CLOSED, then skip all those triggers in the trigger cycle for that player. (So those triggers won't be checked for if they meet the requirement, and reduce trigger lag)




Also, I have to create (a bunch of) units for each player at his bunker. Is there a way to loop the units for each player at each location?
Currently, I have:
Create A at Point 1 for Player 1
Create B at Point 1 for Player 1
Create C at Point 1 for Player 1
Create D at Point 1 for Player 1
Create A at Point 2 for Player 2
Create B at Point 2 for Player 2
Create C at Point 2 for Player 2
Create D at Point 2 for Player 2
etc.

The units A-D are the same, but the points and players are different. Currently, I have 88 (11 units * 8 players) actions. Is there a way to make it less (some kind of loop).



None.

Sep 3 2010, 3:36 am Roy Post #2

An artist's depiction of an Extended Unit Death



You'd have to fill the point and unit type arrays, but after you did that, this is the kind of loop you'd be looking for. Since your points aren't based on an algorithm, they have to be manually specified, which would cause the several lines.

If your points were based on an algorithm, of course, you could cut down the lines of actions by using a loop like mentioned above.




Sep 3 2010, 5:28 am payne Post #3

:payne:

Use "Cargo Unit" action to load a bunker.



None.

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[07:41 pm]
Ultraviolet -- just sent you a message on Discord. I suspect you're probably trying to change unit speeds for units that don't use flingy.dat for movement (like any units that walk instead of hovering/flying). You can change their movement to flingy, but they unfortunately look more like they're gliding than walking when you do that.
[07:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[05:25 pm]
Ultraviolet -- in EE2 you just open DatEdit, go to the flingy tab, and make whatever changes you want. Though if you want to do dynamic shit, you have to use the trigger editor with the setdatfile action. And of course you have to inject your changes when done. Can give more specific troubleshooting advice if you provide more details
[05:20 pm]
Ultraviolet -- Symmetry
Symmetry shouted: why can't I seem to make eud editor change flingy.dat D:
Are you using EE2 or EE3?
[04:57 pm]
Symmetry -- wdym
[02:24 pm]
Apos -- :wob:
[04:16 am]
NudeRaider -- files in c:\program files\ are protected
[2026-7-11. : 8:11 pm]
Symmetry -- why can't I seem to make eud editor change flingy.dat D:
[2026-7-11. : 4:33 pm]
Ultraviolet -- :wob:
[2026-7-10. : 11:00 pm]
Vrael -- :wob:
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