Advanced UMS Help

MuG(RootBeer)

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Hey, I am trying to make a pretty complex UMS and im not really sure what i'm doing. I have basic skills with triggers, but not enough to achieve what I am trying to do.

Question:
I played this korean UMS where you have a defiler and u cast plague. Wherever you cast the spell, it would kill all the units right there. Does anyone know how this trigger works?

if anyone can answer that would be a great help.
'preciate it,
RootBeer
 

Wing Zero

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plauge? u sure its not darkswarm?
 

Ninja_Blue

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I've never heard of that trigger, only thing close to that that I've seen was plague that made your hp drop all the way to 1, instead of just decreasing slowly to 1. :\
 

MuG(RootBeer)

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plauge? u sure its not darkswarm?
Ahh, i am using dark swarm:
//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Bring("Player 12", "Dark Swarm", "island", At least, 1);

Actions:
Victory();
}

//-----------------------------------------------------------------//



This seems to work. Its strange because I am using SCM draft, and when you go to select players on classic trigedit there is no "Player 12" option, they changed it to "Neutral" which confused me.. but neutral translates to "Player 12" when you switch to TrigEdit alpha.. neways thanks for the help! I woulda been pulling out my hair pretty soon
 

Taligaro

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"SC Goto Guy" to the rescue! (Demo map attached if you, or anyone else needs it)

Okay, I've done this one before, but to create units under the Dark Swarm. It works the same way though. Here is what you need, and what you need to do...

(This is for everyone's knowledge as well)

First thing you need is SCMDraft 2 0.6.0 Prerelease 1 so you can do the correct triggers. So download it, install and get into your map.

You need to make a Location labeled "Dark Swarm" or something you can remember. It should be 5x5 or 6x6 normal grid squares.

The triggers you need are as follows...

Player 1 Triggers

You can leave this first one out. I did it only for the demo map I attached.
Code:
CONDITIONS:
Always
ACTIONS:
Set energy points for [COLOR="Blue"][U]All[/U][/COLOR] [COLOR="Blue"][U]Unclean One[/U][/COLOR] (Defiler) owned by [COLOR="Blue"][U]Player 1[/U][/COLOR] at '[COLOR="Blue"][U]Anywhere[/U][/COLOR]' to [COLOR="Blue"][U]100[/U][/COLOR]%.
Preserve Trigger.
Code:
CONDITIONS:
[COLOR="Blue"][U]Neutral[/U][/COLOR] commands [COLOR="Blue"][U]at least[/U][/COLOR] [COLOR="Blue"][U]1[/U][/COLOR] [COLOR="Blue"][U]Dark Swarm[/U][/COLOR].
ACTIONS:
Give [COLOR="Blue"][U]All[/U][/COLOR] [COLOR="Blue"][U]Dark Swarm[/U][/COLOR] owned by [COLOR="Blue"][U]Neutral[/U][/COLOR] at '[COLOR="Blue"][U]Anywhere[/U][/COLOR]' to [COLOR="Blue"][U]Player 1[/U][/COLOR].
Preserve Trigger.
Code:
CONDITIONS:
[COLOR="Blue"][U]Player 1[/U][/COLOR] commands [COLOR="Blue"][U]at least[/U][/COLOR] [COLOR="Blue"][U]1[/U][/COLOR] Dark Swarm.
ACTIONS:
Center location labeled '[COLOR="Blue"][U]DarkSwarm[/U][/COLOR]' on [COLOR="Blue"][U]Dark Swarm[/U][/COLOR] owned by [COLOR="Blue"][U]Player 1[/U][/COLOR] at '[COLOR="Blue"][U]Anywhere[/U][/COLOR]'.
Preserve Trigger.
For the trigger below, I suggest you use the Zerg Egg in a location that the Egg will be ALL by itself. Meaning an island, or high ground that nothing can get to. This is done so when the Dark Swarm goes away, the location that is moved onto it goes to a safe place until another Dark Swarm is cast.
Code:
CONDITIONS:
[COLOR="Blue"][U]Player 1[/U][/COLOR] commands [COLOR="Blue"][U]exactly[/U][/COLOR] [COLOR="Blue"][U]0[/U][/COLOR] [COLOR="Blue"][U]Dark Swarm[/U][/COLOR].
ACTIONS:
Center location labeled '[COLOR="Blue"][U]DarkSwarm[/U][/COLOR]' on [COLOR="Blue"][U]Zerg Egg[/U][/COLOR] owned by [COLOR="Blue"][U]Player 3[/U][/COLOR] at '[COLOR="Blue"][U]Anywhere[/U][/COLOR]'.
Preserve Trigger.
Player 2 Triggers

Note on the Wait Trigger: Every 1000 milliseconds = 1 game second. So 5000 milliseconds would be 5 game seconds. (In case you didn't know. Just covering that)
Code:
CONDITIONS:
[COLOR="Blue"][U]Current Player[/U][/COLOR] brings [COLOR="Blue"][U]at least[/U][/COLOR] [COLOR="Blue"][U]1[/U][/COLOR] [COLOR="Blue"][U][any unit][/U][/COLOR] to '[COLOR="Blue"][U]DarkSwarm[/U][/COLOR]'.
ACTIONS:
Kill [COLOR="Blue"][U]All[/U][/COLOR] [COLOR="Blue"][U][any unit][/U][/COLOR] for [COLOR="Blue"][U]Current Player[/U][/COLOR] at '[COLOR="Blue"][U]DarkSwarm[/U][/COLOR]'.
Wait for [COLOR="Blue"][U]1000[/U][/COLOR] milliseconds.
Remove all [COLOR="Blue"][U]Dark Swarm[/U][/COLOR] for [COLOR="Blue"][U]Player 1[/U][/COLOR].
Preserve Trigger.
Player 3 Triggers

I use an extra player in every map I make for the "Hyper Trigger", I suggest you do the same. This is just how I do the Hyper. Also, I copy the "Wait Trigger" 61 times, for a total of 62 Waits, then add the Preserve and Comment as the last two. I then COPY this trigger four times for a total of five.
Code:
CONDITIONS:
Always.
ACTIONS:
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Wait for [COLOR="Blue"][U]0[/U][/COLOR] milliseconds.
Preserve Trigger.
Comment: Hyper
 

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