Dumb, triggers dont work

Qmando

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ok, this may sound REALLY REALLY dumb but like non of my triggers are working except the onces for the defenders force :( :( i cant get anything to happen :( all the triggers are there but they dont do anything :( like i have: player: p6 conditions: always actions: ai script enter bunker at anywhere - preserve trigger but NON of p6s guys do shit!!! its like that for every trigger other then the ones for the defenders force
 

Qmando

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i didnt really make it but i added some stuff and i understand how it works so it shouldnt freak out, anyway, even if i DID mess with it so it wouldnt work why doesnt the ttrigger i said in my first post work???
 

dark-riot

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Player 6:
Trigger 1 - preserve the trigger
Trigger 2 - don't preserve
Trigger 3 - i don't know what the trigger means but, it should be exactly
Trigger 6 - move "disable invincibility for Target owned by Defenders at Anywhere" up, so it's above "clear 'stop the killing' "
Trigger 7-11 - you only need one of them and add "wait 1000 milliseconds" to it

Player 7:
Trigger 1 - it's computer computer commands eactly
Trigger 2-3 - i don't know what they mean
Trigger 4 - use preserve trigger

Player 8:
Trigger 1 - Preserve trigger
Trigger 2-7 - they're fine i think
Trigger 11 - "level 4 - ghosts" not vultures
Trigger 12 - "level 5 - hydralisks" not tanks
Trigger 13 - "level 6 - marines and Jim Raynors" not tanks
Trigger 14 - preserve trigger

Any corrections to the stuff is appreciated, hope it helps.
 

Qmando

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master virus #1, you make them by making a supply depot :rolleyes:

master virus #2, i have v 1.2, it is NON edited and i have played on Bnet with it many times

dark riot
most of the trigs are the same, like the thing were the guys wont go in the bunkers, it worked and i didnt touch it cause it looked fine but it didnt, its something wrong with the game, not how the triggers work. most of your things dont do much for me! if you read al the trigs and know how to play you would know there fine
p6:
trig 1 - why?
trig 2 - guys apear when u make a bunker and they auto go in
trig 3 - its good
trig 7-11 - you dont need the wait, if its below, its after

p7:
trig 1 - does it matter???
trig 2-3 - they make a building if its destroyed, their fine
trig 4 - again, you dont need to, if its comp it doesnt un ally randomly :)

p8:
trig 1 - no!!! thats the activation for first level! :rolleyes:
trig 2 - 7 - dunno eather, rather leave them how they are :)
trig 11-13 - wow, i never noticed that lol :) thx
 

Lwek

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Ok, if you dl the fixed version...

Ok, I think I know the reason why the firebats won't go in.(fixed in the map above)
It's because when you get to choose the difficulty level, you can choose easy. When you choose easy, it for some idiotic reason,(i haven't fully looked through the triggers) it loses the game for player 6. So that when you create firebats for player 6, player 6 will not do anything because he is defeated.
 

Qmando

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damn, how does it end p6???? it only like waits, and p6 didnt loose before!! does it work when u select med or hard?

p6 doesnt have any trigs that say "end in victory/defeat"!! is there a default all buildings kill u lose thing??? if so, how could me editing it do anything??? wtf, im confused :confused:

EDIT: wait, on the mini map it shows a brown color blob where the bunker and 4 firebats are. and other trigs arnt working, like the level start trig, tell me if u dont understand it and ill tell u why it would work
 

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