If you are making a map and need help/advice with triggers. feel free to hit me up at Discord:
https://discordapp.com/invite/xYUNQQZ
I have a lot of experience in making UMS maps of all kinds, and would love to help a newcomer in the mapping scene.
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Lifebot
36 Posts
If you are making a map and need help/advice with triggers. feel free to hit me up at Discord: https://discordapp.com/invite/xYUNQQZ I have a lot of experience in making UMS maps of all kinds, and would love to help a newcomer in the mapping scene. | ||
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Jealous
10239 Posts
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Lifebot
36 Posts
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JungleTerrain
Chile799 Posts
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TomKatz04
2 Posts
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TomKatz04
2 Posts
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JungleTerrain
Chile799 Posts
Randomization | ||
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RightOnTime
3 Posts
How do you set up the triggers to successfully spawn/move targets to a moving target to create an Attack or Defense around the Hero? Please and thank you to whoever responds! | ||
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JungleTerrain
Chile799 Posts
On June 28 2017 08:27 RightOnTime wrote: Need help on creating a trigger like the Naruto MOTS or any other PvP type Hero Battle game where the Hero has Abilites. Usually a Barracks is Hotkeyed and you pay Mineral or Gas to use a ability. How do you set up the triggers to successfully spawn/move targets to a moving target to create an Attack or Defense around the Hero? Please and thank you to whoever responds! I haven't made anything like those Hero Battle games as you said, but I'm sure they use Trigger action "Move Location" and then the trigger is preserved. Therefore, the location follows the unit around the map, and any units that spawn as a result of an "ability" spawn in the location that is centered on the player's Hero unit. So it would look like this: Players: Player 1 Conditions: Always Actions: Center Location labeled "Location 1" on "Hero Marine" on "Anywhere" (or you can change 'Anywhere' for only the battle arena or w/e) Preserve Trigger. That trigger ensures that at any time, the location is centered on the Hero. Going on from there, you can make things spawn around the Hero, etc. I assume Hyper Triggers would be very useful here, so that the game updates the location onto the unit 11.9 (or ~12) times per second as opposed to normal trigger cycle of once every two in-game seconds. Again, I'm not an expert on this type of game mode, but that's how I would do it. | ||
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RightOnTime
3 Posts
How would the hyper trigger look to ensure that? Sorry I haven't been on sc:bw in a good while but plan to get back and I have a lot of ideas. Getting a new PC soon so I don't have an editor to really look off of atm | ||
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JungleTerrain
Chile799 Posts
On June 28 2017 13:47 RightOnTime wrote: Can you show how to spawn a basic unit. Then I can go from there. How would the hyper trigger look to ensure that? Sorry I haven't been on sc:bw in a good while but plan to get back and I have a lot of ideas. Getting a new PC soon so I don't have an editor to really look off of atm You are looking for an editor? SCMDraft is the most powerful editor out there, you can find the most recent builds of it here: www.stormcoast-fortress.net Also, HERE is the Teamliquid Thread started by S.I. (Suicidal Insanity), who makes SCMDraft. It has been updated frequently since SCR was announced. As for Hyper Triggers, all you need is: ---------- Players: (A computer player, if your game has one, OR each player needs to have a set) Conditions: Always Actions: Wait 0 milliseconds (63 of these) Preserve Trigger. ----------- You should have at least 4 of these in your map. You should place these at the bottom of the trigger list (and the last player is optimal, as in Player 8). This has to do with how Starcraft reads triggers in-game, as it goes from Player 1 trigger list top to bottom and then Player 2, and then Player 3, and so on. Having them at the end of the trigger list I think (I'm not too sure) makes you able to have other wait commands in other triggers without messing them up. You can read about Hyper Triggers here: www.staredit.net And placing a unit inside a location is pretty basic, you just use these Trigger actions: Create Units OR Create Units with Properties I'm guessing that for a Hero Battle UMS game you might want to spawn units with invincibility or w/e. You can also issue commands to units that are spawned with Order action, like tell particular units to attack the location that is centered on the enemy Hero, or something like that, and use a Wait command within the actions so that the units only last for a small amount of time and then disappear, or explode or w/e. | ||
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RightOnTime
3 Posts
How would I have the units spawn left right up or down of the hero? Instead of just clunking a bunch of units around it? Would it be the order the create unit is created? | ||
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Lifebot
36 Posts
I can help ya out. | ||
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