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Triggers Guide
#3
ADVANCED TRIGGERS

----(bbaa1) Blurry Buildings

(requires Starcraft X-tra Editor Special Mode, SCMDraft II, Starforge, or any editor that can make buildings over another VERY closely)

First off, place 1 building on the map, then place another of the same building as close as you can (1 pixel away), Have the building on bottom owned by any player, and have the top building owned by any player (I prefer Player 7 cause it looks best) and disable the top building, so you can see the bottom and see right through the top building, which makes it look blurry.

Quote:
Players:
Player 1
Conditions:
¤ Always
Actions:
¤ 'Disable' doodad state for 'Terran Engineering Bay' for 'Player 1'
¤ 'Enable' doodad state for 'Terran Engineering Bay' for 'Player 7'

----(bbbb1) Crazy Units

The desired effect of this trick is to have the rotating half of a Terran Missle Turret to move and rotate at random and frequent times. The trigger is:


Quote:
Players:
¤ Owner of the Turret(s)
Conditions:
¤ Conditions
Actions:
¤ Run AI Script 'Junkyard Dog' at "Location over Turret(s)"
¤ Preserve Trigger

----(bbcc1) Hyper Triggers

This trigger delays the long wait that happens when your triggers complete firing. That means that your triggers will react instantly, and fire alot quicker (about 12 times per second).

You set the trigger up like this.

Quote:
Players:
¤ Player
Conditions:
¤ Conditions
Actions:
¤ Wait for 0 milliseconds.
¤ Wait for 0 milliseconds.
¤ Wait for 0 milliseconds.
¤ Wait for 0 milliseconds.
¤ Wait for 0 milliseconds.
¤ Wait for 0 milliseconds.
¤ Preserve Trigger.




Put in wait 0 as much as you can until you run out. When it maxes out you delete one. Then put in preserve trigger.
YOU NEED AT LEAST 3 COPIES OF THIS TRIGGER.
Any more than 5 copies is pointless.

Avoid making your hyper triggers owned by "all players" If you give the hyper triggers to a single computer player, then all the other players can run the wait action without intervention.

----(bbcc1) Recall FX

Another nice effect used a lot, but not as common as explosions. Ideal for teleporting and such. This is just the Arbiter's ability Recall being cast.

To do this, you'll need a special map editor such as Starcraft X-tra Editor, but most of the editors out there should support the extra AI scripts, which you'll be using. First off, create one location where you want the recall to appear at (I'll call mine 'recall'), next place the Arbiters, controlled by a computer, anywhere. When making the trigger, be sure that under the "PLAYERS" part you specify the correct player, who is controlling the Arbiters. The player cannot be neutral or human.
note*: Don't forget to set 'Recall' cost to zero for the player with the Arbiters or give the Arbiters enough energy to cast 'Recall.
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Quote:
Players:
¤ Player
Conditions:
¤ Conditions
Actions:
¤ (RUN AI SCRIPT AT LOCATION) Execute
¤ AI script 'Cast Recall at Location at 'recall'.


----(bbdd1) Randomisation

The first thing you need to know about random triggers is they require switches. When you randomize trigger you take advantage of the randomize switch action. If you do not understand switches I suggest figure that out before continuing. When you randomize a switch the state (clear or set) of the switch is randomly determined. The current state of the switch doesn’t matter; it will be ether set or clear 50% chance.

When you’re creating a random effect first thing you need to ask yourself is “How many different things can happen?” Or how many possibilities are there. For simplicity I will first explain how to randomize between two different things.

Example: You’re creating a random unit 1 minute into the game

Quote:
Players:
¤ Player
Conditions:
¤ Elasped Time is 'at least' '60' game seconds.
Actions:
¤ 'Randomize' 'Switch A'
¤ 'Set Switch 'Randomize On'

Now when you randomize Switch A there are two possible states the switch can be. Set or Clear. So to create your unit you will need a trigger for each of the possible solutions that can occur.

Quote:
Players:
¤ Player
Conditions:
¤ Switch 'Switch A' is 'set'
¤ Switch 'Randomize On' is 'set'
Actions:
¤ Create one 'Random Unit 1' for 'Current Player' at 'location'

Quote:
Players:
¤ Player
Conditions:
¤ ¤ Switch 'Switch A' is 'cleared'
¤ Switch 'Randomize On' is 'set'
Actions:
¤ ¤ Create one 'Random Unit 2' for 'Current Player' at 'location'

----(bbee1) Static Portrait

Here is a simple one to achieve the affect of static being shown on the unit portrait display. This can be used to make a creepy aura. Hypertriggers are recommended.

Quote:
Players:
¤ Player
Conditions:
¤ Always
Actions:
¤ Show unit talking to current player for duration miliseconds. (Talking Portrait under actions)
¤ Preserve Trigger


----(bbff1) Stacking

Place a Unit-Sprite in Starforge, and give it the disabled property. Make sure this is owned by a computer player and out of sight for the human players.

Run the trigger


Quote:
Players:
¤ Player 8 (Computer)
Conditions:
¤ Bring(P8, AtLeast, 1, -unit-, Location 1);
Actions:
¤ SetDoodadState(Enable, -unit-, P8, Location 1);
¤ -----(Optional, add the part in between the lines if you want the unit cloaked)-----
¤ Wait(0); (Optional)
¤ SetDoodadState(Disable, -unit-, P8, Location 1); (Optional)
¤ Wait(0); (Optional)
¤ SetDoodadState(Enable, -unit-, P8, Location 1); (Optional)
¤ ---------------------
¤ Order(-unit-, P8, Location 1, Move, Location 2);
¤ Wait(1000);
¤ MoveUnit(1, -unit-, P8, Location 2, Location 3);
¤ GiveUnits(1, -unit-, P8, Location 3, P1);
¤ PreserveTrigger();

----(bbgg1) Units With Over 9999 HP

To create units with over 9999 Health or Attack use SCMDraft 2 or StarForge. The unit will look like it is invincible in-game but it really isn’t.
Business & Computer Science major


Messages In This Thread
Triggers Guide - by Dynafrom - 10-07-2005, 02:18 AM
Triggers Guide - by Dynafrom - 10-07-2005, 02:21 AM
Triggers Guide - by Dynafrom - 10-07-2005, 02:23 AM
Triggers Guide - by Dynafrom - 10-07-2005, 02:24 AM
Triggers Guide - by Dynafrom - 10-07-2005, 12:42 PM
Triggers Guide - by Mc_Blackzon - 10-08-2005, 11:13 AM
Triggers Guide - by DemonKiLLa - 10-14-2005, 01:55 PM
Triggers Guide - by Dynafrom - 10-15-2005, 01:54 AM
Triggers Guide - by N0vak - 11-07-2005, 06:11 AM

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