How to? - trigger AI to build unit

User avatar
Lavarinth
Xel'naga Administrator
Xel'naga Administrator
Posts: 6539
Joined: Wed Aug 16, 2006 5:21 pm
Location: His Ashworld Planet

Re: How to? - trigger AI to build unit

Post by Lavarinth »

To answer your question, I don't believe you can call spells to cast on locations, aside Nuke and Recall.
- - Lavarinth
Campaign Creations Administrator
George
Terran Barracks Laundry Master
Terran Barracks Laundry Master
Posts: 31
Joined: Thu Jul 16, 2009 1:34 pm

Re: How to? - trigger AI to build unit

Post by George »

I can call disruption web  ;D

Is it possible to make terran building land/transit
User avatar
Pr0nogo
Protoss Zealot Practice Dummy
Protoss Zealot Practice Dummy
Posts: 874
Joined: Wed Apr 08, 2009 3:59 pm
Contact:

Re: How to? - trigger AI to build unit

Post by Pr0nogo »

@Psionic Storm: If the Templar is attacked it will automatically attack the nearest unit to it with Psionic Storm given enough energy (wewt Impossible Scenarios).

@Lurker Burrow: All Zerg units controlled by computers will auto-burrow if the ability is given to them as long as they are not moving or being ordered to move through triggers.

@Terran Building Transit: No. Computer players never do this, ever.
George
Terran Barracks Laundry Master
Terran Barracks Laundry Master
Posts: 31
Joined: Thu Jul 16, 2009 1:34 pm

Re: How to? - trigger AI to build unit

Post by George »

Does any thing of this happens in intros in any campaign?
George
Terran Barracks Laundry Master
Terran Barracks Laundry Master
Posts: 31
Joined: Thu Jul 16, 2009 1:34 pm

Re: How to? - trigger AI to build unit

Post by George »

I found, that a command like this "remove all Map Revealer for current player at Location name", triggered for the player force of player 8, does not work for me, while "remove all Map Revealer for player 8", triggered for player 5 (neutral), works fine. Why may it happen?
George
Terran Barracks Laundry Master
Terran Barracks Laundry Master
Posts: 31
Joined: Thu Jul 16, 2009 1:34 pm

Re: How to? - trigger AI to build unit

Post by George »

A comment about a problem about map revealer.
Remove map revealer at location command is available in SC X-tra. In StarEdit it is possible only to remove map revealer for player (not at location). So, may be it does not work because it is not allowed?
Is it possible to make SC X-tra to inform when creating a trigger, not allowed in StarEdit?
User avatar
Pr0nogo
Protoss Zealot Practice Dummy
Protoss Zealot Practice Dummy
Posts: 874
Joined: Wed Apr 08, 2009 3:59 pm
Contact:

Re: How to? - trigger AI to build unit

Post by Pr0nogo »

You're asking a lot of questions, which is good, but I'm having trouble with seeing which one is the one you want answered first. Instead of guessing, I'll just answer them all.

@intro: I do believe there was a single movie map that I downloaded off of StarCraft.org (when it was still up) which had Templars perform Psionic Storm on Mutalisks. Sadly, I do not have the map (I downloaded it at least four and a half years ago). Other than that, I'm certain others have had a need for Templars to perform Psionic Storm.

@maprevealer1: The reason it may happen is that most triggers involving neutral players, even if the neutral itself isn't specified within trigger actions, will affect neutral players. It's most likely a bug within StarEdit's core (SCXE was built off of StarEdit, so the same bugs would carry over). SCMDraft 2.0 is a much better tool anyways, but it also fixes almost all of the bugs within StarEdit (although there are a slew of new ones, but updates are ever-closer to arrival).

@maprevealer2: I do not believe it is possible to build a non-StarEdit-legal trigger in SCXE because, as stated before, SCXE runs off of the same core as StarEdit. They are one and the same; the difference is that SCXE allows illegal unit placement.

I hope I've answered all of your questions to a satisfactory quota. One question of my own is; are you planning on making a map series or campaign? Or are you just screwing around with miscellaneous parts of StarEdit/SCXE and wondering what can and can not be done?
George
Terran Barracks Laundry Master
Terran Barracks Laundry Master
Posts: 31
Joined: Thu Jul 16, 2009 1:34 pm

Re: How to? - trigger AI to build unit

Post by George »

Pronogo wrote:I hope I've answered all of your questions to a satisfactory quota. One question of my own is; are you planning on making a map series or campaign? Or are you just screwing around with miscellaneous parts of StarEdit/SCXE and wondering what can and can not be done?
I was doing SC maps about 10 years ago (in 1999-th). Here you can see them - http://starcraft-maps.chat.ru
Now I'm bored with my life and looking for something to make me well.  ::) I decided to finish the map that left unfinished in the beginning of 2000-th. May be it will make me better  :-\
If you are interested, I can upload the current state of the map here.  Now I make triggers. Things to do - briefings. 
Pronogo wrote:You're asking a lot of questions, which is good, but I'm having trouble with seeing which one is the one you want answered first. Instead of guessing, I'll just answer them all.
@intro: I do believe there was a single movie map that I downloaded off of StarCraft.org (when it was still up) which had Templars perform Psionic Storm on Mutalisks. Sadly, I do not have the map (I downloaded it at least four and a half years ago). Other than that, I'm certain others have had a need for Templars to perform Psionic Storm.
Is there anybody who knows such a map? If there is a map, I can investigate it  ;D
Pronogo wrote:@maprevealer1: The reason it may happen is that most triggers involving neutral players, even if the neutral itself isn't specified within trigger actions, will affect neutral players. It's most likely a bug within StarEdit's core (SCXE was built off of StarEdit, so the same bugs would carry over). SCMDraft 2.0 is a much better tool anyways, but it also fixes almost all of the bugs within StarEdit (although there are a slew of new ones, but updates are ever-closer to arrival).
A problem with SCMDraft 2.0 - it looses rotating parts of doodads. Also it does not display unit icon when selecting it from the list, so it is hard to select units. It also does not allow to open several doodads palettes, which is very useful when drawing maps.
Also some units are marked with green cycle (confusing). All these reasons made me not to use SCMDraft 2.0 (beta 0.8 ) as default map editor, and switch to SCXE.
Pronogo wrote:@maprevealer2: I do not believe it is possible to build a non-StarEdit-legal trigger in SCXE because, as stated before, SCXE runs off of the same core as StarEdit. They are one and the same;
But removing a map revealer is not allowed for location in StarEdit and allowed in SCXE and SCMDraft2 and does not work in SC1.16.1 :(
I'm think to return back to StarEdit. I never had a problem of not-working trigger with StarEdit. With SCXE/SCMDraft2 I got it now :(
User avatar
Pr0nogo
Protoss Zealot Practice Dummy
Protoss Zealot Practice Dummy
Posts: 874
Joined: Wed Apr 08, 2009 3:59 pm
Contact:

Re: How to? - trigger AI to build unit

Post by Pr0nogo »

How does SCMDraft 2.0 Beta 0.8 not work with StarCraft Brood War v. 1.16.1? My Vista ran maps fine on it.
George
Terran Barracks Laundry Master
Terran Barracks Laundry Master
Posts: 31
Joined: Thu Jul 16, 2009 1:34 pm

Re: How to? - trigger AI to build unit

Post by George »

Not SCMDraft 2.0 Beta 0.8 does not work with StarCraft Brood War v. 1.16.1.
SCMDraft allows to make a trigger that does not work with StarCraft Brood War v. 1.16.1. (remove revealer at location as example)
George
Terran Barracks Laundry Master
Terran Barracks Laundry Master
Posts: 31
Joined: Thu Jul 16, 2009 1:34 pm

Re: How to? - trigger AI to build unit

Post by George »

Are there any known issues with "Centre view for current player at location" in BW 1.16.1 ?
In the scenario I do get unpredictable results when I use this trigger. But as soon as disable it everything works fine. Does anybody have any idea?
User avatar
Pr0nogo
Protoss Zealot Practice Dummy
Protoss Zealot Practice Dummy
Posts: 874
Joined: Wed Apr 08, 2009 3:59 pm
Contact:

Re: How to? - trigger AI to build unit

Post by Pr0nogo »

Wait blocks, EUDs, and other things can affect this.

Do you have MSN Messenger, or some other Messaging tool like XFire?

pronogo - XFire
Pronogo@hotmail.com - Everything else

I can help you more if I know what you are talking about, and 1v1 chats are better than post by post.
User avatar
AngelSpirit
Terran Goliath Dome Polisher
Terran Goliath Dome Polisher
Posts: 122
Joined: Tue Jun 23, 2009 7:18 am
Contact:

Re: How to? - trigger AI to build unit

Post by AngelSpirit »

Map Revealers can only be removed using the Remove Unit action.  You cannot remove specific ones.  You simply can't.

If you want to know why, ask Blizzard.
Lavarinth wrote: You top the charts. Congratulations, to the OFFICIAL FORUM IDIOT, 1N73RC3P70R.
Shameless plug: Dwarf Fortress!
George
Terran Barracks Laundry Master
Terran Barracks Laundry Master
Posts: 31
Joined: Thu Jul 16, 2009 1:34 pm

Re: How to? - trigger AI to build unit

Post by George »

AngelSpirit wrote: Map Revealers can only be removed using the Remove Unit action.  You cannot remove specific ones.  You simply can't.
If you want to know why, ask Blizzard.
Is it documented anywhere?
George
Terran Barracks Laundry Master
Terran Barracks Laundry Master
Posts: 31
Joined: Thu Jul 16, 2009 1:34 pm

Re: How to? - trigger AI to build unit

Post by George »

I would like to inform you that I've finished the first version of "Way_of_Xel'Naga_III_(2-2-2).scx" (Marauders: Protoss+Protoss vs Templars of Xel'Naga (Computer): Terran+Zerg vs Lucky Guys: Terran+Zerg)

Now I would like to know, if some one would like to test it. If yes, I would like to know, what legend should I provide.

The thing to do - to add sounds. As soon as texts would be checked and accepted, sounds should be created (if they are necessary).
You do not have the required permissions to view the files attached to this post.
Post Reply