So I have two triggers, one with starts a new timer when a unit enters a region, saves that timer to the gdt, and creates a timer window. The other trigger is supposed to display text when that timer from the gdt expires, but..it's not working.
now when something leaves the hill, check to make sure there are still people left (for exmaple if he brings two people, and only 1 leaves, need to check for that)
I'm trying to make a trigger for a king of the hill style map, where when a unit is in a region a timer is created, and when that timer expires the hill is captured. However I'm having trouble with triggers that pause/stop the timer 1:when units leave the hill before it is captured, and 2:when units from the enemy team contest the hill.I'm currently using the "unit enters/leaves region" event, which causes a new timer to start every single time a unit enters the region.
I've been trying to use conditions to prevent new timers from being created, and instead pause and unpause the current one. But it's a little too complicated for a noob like me, so I'm wondering if there's an event I can use that basically says "player has units in region".
I feel like such an event would be way easier to work with. If not, can anyone give me some advice to make this trigger? I'm sorry if this whole paragraph was a little hard to understand, I still don't fully understand most of the trigger systems myself so they're hard for me to explain :/
I have a feeling this is actually pretty simple but I can't figure it out. I'm trying to set up a trigger that moves units instantly to a point but I want it to exclude structures. I've figured out how to get it to exclude certain units, but I can't get it to exclude structures :/
I'll try to figure it out but in the meantime I figured I would ask for help here just in case.
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@Usernameisntworkingright: Go
I'll try that.
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i.e. can I make the event for a trigger "variable x <0"?
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It's working now, thank you both.
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Trigger 1:
Events: Unit - any unit enters HILL
Conditions:
Actions: Timer - start new timer as one shot timer that will expire in 5 game time seconds
Data table - save (last started timer) as "hill timer" in gdt
Timer - create a timer window for ("hill timer" from gdt) with [title].........
Trigger 2
Events: Timer - ("hill timer" from gdt) expires
Conditions:
Actions: UI - display "hill captured!" for all players.......
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So I have two triggers, one with starts a new timer when a unit enters a region, saves that timer to the gdt, and creates a timer window. The other trigger is supposed to display text when that timer from the gdt expires, but..it's not working.
I've been looking at http://forums.sc2mapster.com/development/map-development/2240-timers/ which is a thread created for basically the same reason, but I don't understand the solution (if there ever was one).
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I think I found your previous post on this topic: http://forums.sc2mapster.com/development/map-development/6813-really-stupid-trig-question-2-units-in-region-kill/
Google>sc2mapster forum search :)
Thanks for the help! I'll come back and update this thread when I get the trigger working.
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Are there variables that I can use from trigger to trigger? I'm thinking if I can create a trigger like this:
Event: Unit enters region
Action: Modify variable "hill count" +1
...then use the "hill count" variable in other triggers, I can get this hill working.
Off topic question: what's the difference between the local and global data tables?
BTW, is this the link you're looking for: http://forums.sc2mapster.com/development/triggers/20130-king-of-the-hill/#p9
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now when something leaves the hill, check to make sure there are still people left (for exmaple if he brings two people, and only 1 leaves, need to check for that)
That's exactly my problem lol. How can I do that?
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I'm trying to make a trigger for a king of the hill style map, where when a unit is in a region a timer is created, and when that timer expires the hill is captured. However I'm having trouble with triggers that pause/stop the timer 1:when units leave the hill before it is captured, and 2:when units from the enemy team contest the hill.I'm currently using the "unit enters/leaves region" event, which causes a new timer to start every single time a unit enters the region.
I've been trying to use conditions to prevent new timers from being created, and instead pause and unpause the current one. But it's a little too complicated for a noob like me, so I'm wondering if there's an event I can use that basically says "player has units in region".
I feel like such an event would be way easier to work with. If not, can anyone give me some advice to make this trigger? I'm sorry if this whole paragraph was a little hard to understand, I still don't fully understand most of the trigger systems myself so they're hard for me to explain :/
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@rtschutter: Go
This is a sketchy fix but, you could use red lights (doodads>probs>Light Omni Red). If you group up a couple they basically paint objects around them.
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@VoidPotato: Go
It works, thanks!
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I found a work around using negative regions.
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I have a feeling this is actually pretty simple but I can't figure it out. I'm trying to set up a trigger that moves units instantly to a point but I want it to exclude structures. I've figured out how to get it to exclude certain units, but I can't get it to exclude structures :/
I'll try to figure it out but in the meantime I figured I would ask for help here just in case.
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@Snappybean: Go
I disagree, imo it's easier to learn with the help of others that can actually explain to you what you're looking at.
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probIem solved