Hi, I'm making a map where the objective is to take Terrazine Canisters, that spawn one at a time, back to your base before your opponent does. In the campaign when your SCV that was carrying the Terrazine died, the Terrazine remained for you to pick up again, but this doesn't happen normally. I looked at the blizzard map triggers involving terrazine and figured out that they give the SCVs carrying terrazine a value so that when a unit with this value dies, a terrazine canister is created in their place. I copied Blizzard's trigger that gives them this value after harvesting the terrazine and that many other triggers revolve around and changed it slightly to suit my map, but it won't fire for some reason. Here it is:
EVENTS
unit - any unit uses scv - return cargo at harvest4 - wait to return stage (include shared abilities)
unit - any unit uses scv - gather at generic6 - complete stage (include shared abilities)
CONDITIONS
((Triggering unit) has Carry Terrazine Node) == true
ACTIONS
variable - modify gasharvestingcount: -1
unit - set (triggering unit) custom value 1 to (custom value 0 of (triggering unit))
variable - set scvgoinghome = triggering unit
ping - create a ping for (play group(P1_USER)) at (position of (triggering unit)) (using point facing), using model ping simple and colour (0% 100% 0% 0%) lasting 0.0 seconds
ping - attach (last created ping) to (triggering unit)
ping - set (last created ping) tooltip to "SCV with Terrazine"
variable - set playerharvesterpings[(integer((custom value 1 of (triggering unit))))] = (last created ping)
Any help on how to get this to work properly? Why isn't it firing when the SCV finishes harvesting the terrazine canister?
I've tried different variations of the events/conditions but nothing seems to work so far, and I can't understand why. It looks like it all makes sense and it works in the Blizzard map.. The big problem is that there are other triggers depending on the value of the SCV, and since this trigger won't fire and give the value, the other triggers will not work.
Isolate the events Remvoes everything else about the trigger and have the bear minimum.
Event:
unit - any unit uses scv - return cargo at harvest4 - wait to return stage (include shared abilities)
Action:
Display text saying "Trigger Activated"
So then when it triggers the event, you know and you go Woo Hoo!
Then try the other Event.
Event:
unit - any unit uses scv - gather at generic6 - complete stage (include shared abilities)
Action:
Display text saying "Trigger Activated"
Then test the condition.
Event
Any unit enters region Test
Condition
((Triggering unit) has Carry Terrazine Node) == true
Action:
Display text saying "Trigger Activated"
Then test combinations:
Event
unit - any unit uses scv - return cargo at harvest4 - wait to return stage (include shared abilities)
Condition
((Triggering unit) has Carry Terrazine Node) == true
Action:
Display text saying "Trigger Activated"
Event
unit - any unit uses scv - gather at generic6 - complete stage (include shared abilities)
Condition
((Triggering unit) has Carry Terrazine Node) == true
Action:
Display text saying "Trigger Activated"
You need to work out HOW the events and conditions work so you can be creative with them. Just copying and pasting won't be sufficient.
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Hi, I'm making a map where the objective is to take Terrazine Canisters, that spawn one at a time, back to your base before your opponent does. In the campaign when your SCV that was carrying the Terrazine died, the Terrazine remained for you to pick up again, but this doesn't happen normally. I looked at the blizzard map triggers involving terrazine and figured out that they give the SCVs carrying terrazine a value so that when a unit with this value dies, a terrazine canister is created in their place. I copied Blizzard's trigger that gives them this value after harvesting the terrazine and that many other triggers revolve around and changed it slightly to suit my map, but it won't fire for some reason. Here it is:
EVENTS
unit - any unit uses scv - return cargo at harvest4 - wait to return stage (include shared abilities)
unit - any unit uses scv - gather at generic6 - complete stage (include shared abilities)
CONDITIONS
((Triggering unit) has Carry Terrazine Node) == true
ACTIONS
variable - modify gasharvestingcount: -1
unit - set (triggering unit) custom value 1 to (custom value 0 of (triggering unit))
variable - set scvgoinghome = triggering unit
ping - create a ping for (play group(P1_USER)) at (position of (triggering unit)) (using point facing), using model ping simple and colour (0% 100% 0% 0%) lasting 0.0 seconds
ping - attach (last created ping) to (triggering unit)
ping - set (last created ping) tooltip to "SCV with Terrazine"
variable - set playerharvesterpings[(integer((custom value 1 of (triggering unit))))] = (last created ping)
Any help on how to get this to work properly? Why isn't it firing when the SCV finishes harvesting the terrazine canister?
(Unit 1 from (SCV units in (Entire map) owned by player 1 Excluded: Missle, Dead, Hidden, with at most Any amount)) dies.
CONDITIONS
((Triggering unit) has Carry Terrazine Node) == true
ACTIONS
Create Terrazine Canister for player 1 at (center of unit group (triggering unit)) using default facing (no options)
Looks like there you have 2 things. The event, Complete Stage, to me means the unit nolonger has the behaivior enabled.
Try separating the 2 events into 2 separate triggers.
Remove "unit - any unit uses scv - gather at generic6 - complete stage (include shared abilities)"
To me, you seem like you want the SCV to come up on the map as "SCV carrying Canister"
So Event. SCV uses Gather Terrazine ability, then actions.
Ditch the condition. Ditch the stage complete thing.
I don't know.
I haven't looked at the gathering abilities as events.
@stevehammon: Go
I've tried different variations of the events/conditions but nothing seems to work so far, and I can't understand why. It looks like it all makes sense and it works in the Blizzard map.. The big problem is that there are other triggers depending on the value of the SCV, and since this trigger won't fire and give the value, the other triggers will not work.
Isolate the events Remvoes everything else about the trigger and have the bear minimum.
Event: unit - any unit uses scv - return cargo at harvest4 - wait to return stage (include shared abilities)
Action: Display text saying "Trigger Activated"
So then when it triggers the event, you know and you go Woo Hoo!
Then try the other Event.
Event: unit - any unit uses scv - gather at generic6 - complete stage (include shared abilities)
Action: Display text saying "Trigger Activated"
Then test the condition.
Event Any unit enters region Test Condition ((Triggering unit) has Carry Terrazine Node) == true Action: Display text saying "Trigger Activated"
Then test combinations:
Event unit - any unit uses scv - return cargo at harvest4 - wait to return stage (include shared abilities) Condition ((Triggering unit) has Carry Terrazine Node) == true Action: Display text saying "Trigger Activated"
Event unit - any unit uses scv - gather at generic6 - complete stage (include shared abilities) Condition ((Triggering unit) has Carry Terrazine Node) == true Action: Display text saying "Trigger Activated"
You need to work out HOW the events and conditions work so you can be creative with them. Just copying and pasting won't be sufficient.