Originally I wanted a map unit limit. Seems like thats impossible.
Now I would just like to know how to limit units owned by player X.
These units spawn from a vessel. So simply adding supply doesnt work.
I've tried a few triggers to no avail.
The biggest issue is I am not calling on a specific unit type. I am calling on all units owned by player.
So I can't just say Limit player to 200 Zergling.
Any help would be appreciated. Thanks!
Team 2 has to lose both of their bunkers to active the Victory condition. For Team 1.
Player 3 loses his bunker and he loses. Player 4 doesn't.
Your scenario works but it's only if there is one bunker per team. At least to my understanding.
I am pretty new though so a lot of things are lost on me :(
I don't have skype. Or a good means to do so. However, I made a small triggering system to show you what I mean. If you look through it I think you will be able to tell what I mean.
I don't see any way for that trigger to stop being issued to repeat itsself.
What you need to do is create a trigger that tells it to stop first.
I would do it based on a timer. How long do you want the zergling to spawn? Let's just say you want zergling to spawn for 2 minutes.
The trigger that tells it to stop would look like.
Events
Timer - Elapsed time is 120.0 Game Time seconds
Local Variables
Conditions
Actions
Turn (Spawn waves) Off
Then you need one to start spawning hydralisks.
May as well run this one on a timer too. Lets say you want 1 minute breathe time. Gotta do some math there.
We know that Zergling are going to stop after 2 minutes. And we want a 1 minute break. So our hydralisk trigger would look like this.
Events
Timer - Elapsed Time is 180.00 Game Time seconds
Local Variables
Conditions
Actions
Trigger - Turn (Hydralisk Spawn) On
Then you should Duplicate your zergling spawn. And change it's name to Hydralisk Spawn, and all of the variables to Hydralisk instead of Zergling.
That's the way I would do it, it's simple, and effective. Although there are more ways it could be done. Probably with less code. But I like doing that kind of thing this way because it's easy to keep track of.
You're also going to duplicate the "Current wave" Variable, and change it as well.
Hope this helps.
Can you post your triggers? It would make it easier.
Also, what you are looking for is Why hydralisks spawn.
Is it because players have reached a score? A Timer has went off, or just because there's no more lings left?
The issue to me is strange. It works how I want except one thing.
Events
Unit - Any unit enters region X
Local Variables
Conditions
Actions
General - If (Conditions) Then do (Actions) Else do (Actions)
If
Unit type of (Triggering Unit)) == SCV
Then
Unit - Move (Triggering unit) instantly to Region Y (No Blend)
Unit - Order All units (Any units in (Entire map) Owned by player (Triggering player) matching Excluded: Self, worker, missile, dead, hidden, invulnerable, with at most Any Amount) To (Attack Targeting Region A) (Replace existing orders)
As I said, this does what I want it to, Except When it moves the scv instantly he continues to try and enter the region I initally sent him to. Almost as if there is some sort of friction. The region is close, he enters it around 5 or 6 times. I want him to go back to his initial spot and stay, unless I shift click him in game and tell him to continously enter that region.
Second. This actually isn't regarding the first problem, but the only other issue I have is that.
( And haven't successfully or even close to trigger it )
In Sc1 there was an easy trigger to execut that was something like. Player commands exactly 0, create 1 UNIT for Triggering player at location. I can't seem to find anything like this.
I added to the Spawn trigger.
Trigger - Run stop level1 (Check, conditions, dont wait until it finishes)
I added a timer to the stop trigger.
Events
Timer - Every 0.05 seconds of game time
Local Variables
Conditions
Actions
General
If 0 <= Score(0) <=2300
Then
Trigger - Stop all instances of Level1
Else.
I also tried adding Any unit dies to the Events.
and The "Within bounds" is the 0 <= Score(0) <=2300.
I think that's where the issue lies. (Could be mistaken.)
If there is another way to specify that I want it to stop creating level 1 units at 2300.
Also I am very new to this so I could just be messing up.
I couldn't get either of these to work. Although they both make perfect sense, I just happened to miss them.
I think I may be going about stopping it wrong.
Is there a way around the "Within bounds" Trigger under the IF conditions?
Something else to specify what score to stop at.
I searched everywhere. Can't seem to find the info I need. Hopefully one of you mapping genius' can help me out.
The issue is, I need units to Stop spawning at a particular score, then switch to a new unit.
I have the first ones spawning just fine, but can't seem to get them to stop spawning once the score is reached.
Events.
Timer - Every 2.0 seconds of game time.
Variables
Conditions
Actions
Unit - Create 1 Level1 - Unit at - (Position of bunker1) Using Default facing (No options)
I have it so that each level1 unit is worth 50 points.
The goal is to get it to stop spawning these level 1 units once a score of 2000 is reached. (The scoring and leaderboard updates just fine.)
They do not stop spawning.
Stop trigger.
Events
Local Variables
Conditions
0 <= Score(0) <= 2300
Actions
Trigger - Stop all instances of Level1
I am also clueless as to continue spawning a new type of unit after this trigger has stopped.
Any help would be greatly appreciated. Thanks!
0
Trigger based.
No conditions. Only to stop spawning units when player X has 200 units. Else - Do nothing.
0
Originally I wanted a map unit limit. Seems like thats impossible.
Now I would just like to know how to limit units owned by player X. These units spawn from a vessel. So simply adding supply doesnt work. I've tried a few triggers to no avail.
The biggest issue is I am not calling on a specific unit type. I am calling on all units owned by player. So I can't just say Limit player to 200 Zergling. Any help would be appreciated. Thanks!
0
I put that in. I will test it tomorrow and let you know. It looks like it makes sense though. Thanks! :)
0
There are a total of 4 bunkers.
1 for each player.
Team 2 has to lose both of their bunkers to active the Victory condition. For Team 1. Player 3 loses his bunker and he loses. Player 4 doesn't.
Your scenario works but it's only if there is one bunker per team. At least to my understanding. I am pretty new though so a lot of things are lost on me :(
0
I only want there to be a total of like 1000 units on the map at any given time.
I've seen plenty of threads about limiting unit count for players, but I want this to be for the map, not for the player.
0
How would a trigger look if.
I wanted Victory for player 1 and player 2. IF player 3 and player 4 Lose their bunkers. Each player has their own bunker.
I get how to do it if the unit is already in the game. However this unit is created only assuming the player is in the game.
So I can't pick it from a Value list.
I also then want, Defeat for player 3 and player 4 When their bunkers are lost.
Thanks! :)
0
I don't have skype. Or a good means to do so. However, I made a small triggering system to show you what I mean. If you look through it I think you will be able to tell what I mean.
0
I don't see any way for that trigger to stop being issued to repeat itsself.
What you need to do is create a trigger that tells it to stop first. I would do it based on a timer. How long do you want the zergling to spawn? Let's just say you want zergling to spawn for 2 minutes. The trigger that tells it to stop would look like.
Events
Timer - Elapsed time is 120.0 Game Time seconds
Local Variables
Conditions
Actions
Turn (Spawn waves) Off
Then you need one to start spawning hydralisks. May as well run this one on a timer too. Lets say you want 1 minute breathe time. Gotta do some math there. We know that Zergling are going to stop after 2 minutes. And we want a 1 minute break. So our hydralisk trigger would look like this.
Events
Timer - Elapsed Time is 180.00 Game Time seconds
Local Variables
Conditions
Actions
Trigger - Turn (Hydralisk Spawn) On
Then you should Duplicate your zergling spawn. And change it's name to Hydralisk Spawn, and all of the variables to Hydralisk instead of Zergling. That's the way I would do it, it's simple, and effective. Although there are more ways it could be done. Probably with less code. But I like doing that kind of thing this way because it's easy to keep track of.
You're also going to duplicate the "Current wave" Variable, and change it as well. Hope this helps.
0
Can you post your triggers? It would make it easier. Also, what you are looking for is Why hydralisks spawn. Is it because players have reached a score? A Timer has went off, or just because there's no more lings left?
0
Awesome. Thanks dude, A lot of good info there. :)
0
The issue to me is strange. It works how I want except one thing.
Events
Unit - Any unit enters region X
Local Variables
Conditions
Actions
General - If (Conditions) Then do (Actions) Else do (Actions)
If
Unit type of (Triggering Unit)) == SCV
Then
Unit - Move (Triggering unit) instantly to Region Y (No Blend)
Unit - Order All units (Any units in (Entire map) Owned by player (Triggering player) matching Excluded: Self, worker, missile, dead, hidden, invulnerable, with at most Any Amount) To (Attack Targeting Region A) (Replace existing orders)
As I said, this does what I want it to, Except When it moves the scv instantly he continues to try and enter the region I initally sent him to. Almost as if there is some sort of friction. The region is close, he enters it around 5 or 6 times. I want him to go back to his initial spot and stay, unless I shift click him in game and tell him to continously enter that region.
Second. This actually isn't regarding the first problem, but the only other issue I have is that. ( And haven't successfully or even close to trigger it ) In Sc1 there was an easy trigger to execut that was something like. Player commands exactly 0, create 1 UNIT for Triggering player at location. I can't seem to find anything like this.
0
Thanks guys. Got it with the last bit of info you all supplied! :) Works perfect. Appreciate the help.
0
I added to the Spawn trigger. Trigger - Run stop level1 (Check, conditions, dont wait until it finishes)
I added a timer to the stop trigger. Events
Timer - Every 0.05 seconds of game time
Local Variables
Conditions
Actions
General
If 0 <= Score(0) <=2300
Then
Trigger - Stop all instances of Level1
Else.
I also tried adding Any unit dies to the Events.
and The "Within bounds" is the 0 <= Score(0) <=2300. I think that's where the issue lies. (Could be mistaken.) If there is another way to specify that I want it to stop creating level 1 units at 2300. Also I am very new to this so I could just be messing up.
0
I couldn't get either of these to work. Although they both make perfect sense, I just happened to miss them. I think I may be going about stopping it wrong.
Is there a way around the "Within bounds" Trigger under the IF conditions? Something else to specify what score to stop at.
0
I searched everywhere. Can't seem to find the info I need. Hopefully one of you mapping genius' can help me out.
The issue is, I need units to Stop spawning at a particular score, then switch to a new unit. I have the first ones spawning just fine, but can't seem to get them to stop spawning once the score is reached.
Events.
Timer - Every 2.0 seconds of game time.
Variables
Conditions
Actions
Unit - Create 1 Level1 - Unit at - (Position of bunker1) Using Default facing (No options)
I have it so that each level1 unit is worth 50 points. The goal is to get it to stop spawning these level 1 units once a score of 2000 is reached. (The scoring and leaderboard updates just fine.) They do not stop spawning.
Stop trigger.
Events
Local Variables
Conditions
0 <= Score(0) <= 2300
Actions
Trigger - Stop all instances of Level1
I am also clueless as to continue spawning a new type of unit after this trigger has stopped. Any help would be greatly appreciated. Thanks!