Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: [SOLVED] Why are my death counter spawns not working?
[SOLVED] Why are my death counter spawns not working?
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Jul 16 2012, 5:06 am
By: Pr0nogo  

Jul 16 2012, 5:06 am Pr0nogo Post #1



Help. Hypertrigger is present.

Sample (wanted it to happen less than a minute, which is 720, so I chose 660):
Code
Trigger("Player 6"){
Conditions:
    Bring("Player 6", "Terran Barracks", "Brown Barracks 1", At least, 1);
    Deaths("Player 6", "Tom Kazansky (Wraith)", Exactly, 0);

Actions:
    Set Deaths("Player 6", "Tom Kazansky (Wraith)", Set To, 660);
    Create Unit("Player 6", "Terran Marine", 5, "Brown Barracks 1");
    Create Unit("Player 6", "Terran Firebat", 2, "Brown Barracks 1");
    Create Unit("Player 6", "Terran Medic", 2, "Brown Barracks 1");
    Order("Player 6", "Men", "Brown Barracks 1", "IA]Command Center", patrol);
    Preserve Trigger();
}


I need an answer ASAP so I can fix it before the contest ends.

Post has been edited 1 time(s), last time on Jul 16 2012, 6:11 am by Pr0nogo.




Jul 16 2012, 5:32 am Vrael Post #2



There is no trigger to set the switch "Burke Base Set" to enable subtracting the DC's.

EDIT: Also, you should use 3 hypertriggers, not 1, to push the NEO to something like over 1 day.



None.

Jul 16 2012, 5:55 am Pr0nogo Post #3



Done. Thanks. Testing now.
Topic can be closed.

Post has been edited 1 time(s), last time on Jul 16 2012, 6:11 am by Pr0nogo.




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Symmetry -- I meant more why is it relevant
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RIVE -- #MBWMGA
[2026-7-13. : 1:11 am]
Symmetry -- https://staredit.net/topic/18903/ can u do it
[2026-7-12. : 7:41 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.
[2026-7-12. : 7:31 pm]
Symmetry -- EE2, I've been using setdatfile successfully for units.dat and weapons.dat but the flingy changes don't seem to happen
[2026-7-12. : 5:25 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
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