I was thinking of doing what you suggested, but that would require me to make 8 separate triggers. I am going to have to make 15 triggers similar to this, so that would mean 120 triggers.
Do you know any way I could put it into one trigger?
Events
Game Map Initialization
Local VariableConditionActions
Actions
General- For each integer Variable 250[0] from 1 to 50 with increment 1,do (Actions)
Actions
Unit- Create 1 Ultralisk for play 0 at (Random points in Region 001) using default facing (No options)
Unit- Create 1 Ultralisk for play 0 at (Random points in Region 002) using default facing (No options)
Unit- Create 1 Ultralisk for play 0 at (Random points in Region 003) using default facing (No options)
Unit- Create 1 Ultralisk for play 0 at (Random points in Region 004) using default facing (No options)
Unit- Create 1 Ultralisk for play 0 at (Random points in Region 005) using default facing (No options)
Unit- Create 1 Ultralisk for play 0 at (Random points in Region 006) using default facing (No options)
Unit- Create 1 Ultralisk for play 0 at (Random points in Region 007) using default facing (No options)
Unit- Create 1 Ultralisk for play 0 at (Random points in Region 008) using default facing (No options)
Variable150 is just an integer variable with an array of 250.
The problem is, I only want these ultralisks to spawn in the region if the play is playing.
For instance, if only six people were playing, no ultralisks would spawn in regions 007 or 008.
How could I do this without splitting it up into 8 different triggers?
The title basically says it all. I want to spawn 100 ultralisks in a certain region, each of them spawning at their own random point. I don't one big clump of ultralisks.
Is there any way to do this without making 100 separate triggers?
I know how to create the action that enables victory for a player, the problem I am having is finding an event that is triggered when one person has all the remaining buildings.
Every map starts with a trigger called Melee Initialization. One of the actions in this trigger is Melee - Set default melee options for all players. This action creates victory, defeat, and reveal for all players. Is there a way to make it just create victory?
@Snappybean: Go
I have looked in the tutorials section, but I have been unable to find a tutorial on this topic, Can you provide me with a link or explain it yourself?
How would I make a shop where if somebody had enough minerals and pushed a button for a unit, they would lose minerals equal to the cost of the unit and get the unit?
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Okay, is there an action that kill all the units in a certain region?
Is there an event that triggers when there are no units of a certain type in a region.
e.g. when there are no marines in region 1, the event triggers.
Thank you for your help!
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@irok2002: Go
I don't know what a For Active Players Loop is. :/ I did put the regions in a variable.
Is there a way to make a condition only target a certain action instead of all of them in one trigger? That would make it easy :/
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I was thinking of doing what you suggested, but that would require me to make 8 separate triggers. I am going to have to make 15 triggers similar to this, so that would mean 120 triggers.
Do you know any way I could put it into one trigger?
0
Okay, first, my trigger looks like this.
Events Game Map Initialization Local VariableConditionActions Actions General- For each integer Variable 250[0] from 1 to 50 with increment 1,do (Actions) Actions Unit- Create 1 Ultralisk for play 0 at (Random points in Region 001) using default facing (No options) Unit- Create 1 Ultralisk for play 0 at (Random points in Region 002) using default facing (No options) Unit- Create 1 Ultralisk for play 0 at (Random points in Region 003) using default facing (No options) Unit- Create 1 Ultralisk for play 0 at (Random points in Region 004) using default facing (No options) Unit- Create 1 Ultralisk for play 0 at (Random points in Region 005) using default facing (No options) Unit- Create 1 Ultralisk for play 0 at (Random points in Region 006) using default facing (No options) Unit- Create 1 Ultralisk for play 0 at (Random points in Region 007) using default facing (No options) Unit- Create 1 Ultralisk for play 0 at (Random points in Region 008) using default facing (No options)
Variable150 is just an integer variable with an array of 250.
The problem is, I only want these ultralisks to spawn in the region if the play is playing.
For instance, if only six people were playing, no ultralisks would spawn in regions 007 or 008.
How could I do this without splitting it up into 8 different triggers?
Thanks a bunch!
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Thank you. I think I have got it. :)
0
@Eiviyn: Go
?
I am new to map making and I am not sure what you mean. Could you elaborate?
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The title basically says it all. I want to spawn 100 ultralisks in a certain region, each of them spawning at their own random point. I don't one big clump of ultralisks.
Is there any way to do this without making 100 separate triggers?
Thank you for your help.
0
@xKenneth: Go
I know how to create the action that enables victory for a player, the problem I am having is finding an event that is triggered when one person has all the remaining buildings.
Thank you for your help.
0
@BasharTeg: Go
I can't find an event that is activated when a player has all the remaining buildings.
Thank you for your help.
0
Okay, so there is no way to change that, so how would I set up normal victory conditions?
Thanks.
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Every map starts with a trigger called Melee Initialization. One of the actions in this trigger is Melee - Set default melee options for all players. This action creates victory, defeat, and reveal for all players. Is there a way to make it just create victory?
0
How do make a unit shop, like a merc compound, where people can use minerals and gas to instantly get units?
0
@Snappybean: Go I have looked in the tutorials section, but I have been unable to find a tutorial on this topic, Can you provide me with a link or explain it yourself?
Thanks!
0
@Kueken531: Go
How would I make something like that in a custom map?
0
How would I make a shop where if somebody had enough minerals and pushed a button for a unit, they would lose minerals equal to the cost of the unit and get the unit?
Thank you for your help!