make locations whatever size u need them to be, then make switches. when the bounders bring a unit such as a ling to a certain location, that triggers a switch, or an "obstacle"
so :
CONDITION
bounder force brings at least 1 ling to <location to start obstacle>
ACTION
toggle switch <watever switch u want to rename it>
maybe even do DISPLAY TEXT MESSAGE : Blah Blah Blah
be creative
then make a trigger
CONDITION
Switch Whatever Is Set
ACTION
Create units(whatever units u want to think would look neat) at locations (where u want the explosions to be in the map)
wait for like 10 milliseconds so the bounders can run into em and die if they mess up
Kill units at location for player
and do that over and over whatever sequence u want
and at the end you just do
Preserve Trigger
so it happens over and over.
THEN make a trigger
CONDITION
bounder force brings at least 1 ling to location(at the end of obstacle)
ACTION
clear switch whatever
and thats how u do obstacles. u can be creative and think of some neat stuff.
NOW, making the lings die
CONDITION
Always
ACTION
Move location titled (like p1 or something, make sure its 2x2 location so it fits just right on the ling) at 'Anywhere'
Preserve Trigger
that takes care of the location, now the death
CONDITION
player (computer u dodge from) brings at least 1 (any unit) to p1(or whatever location u made it to follow the ling)
ACTION
Kill 1 ling for (whatever player ran into the obstacle) at p1(the location)
preserve trigger
and now when computer brings a unit to the ling, it should die. if you have trouble making the ling die fast enough, make a trigger for all bounders by checking multiple Player ones, like Player 1 Player 2 Player 3 and so on...
CONDITION
Always
ACTION
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Wait 0 milliseconds
Preserve Trigger
that should keep the dying at a faster rate, so its harder and they dont get away as easily.
You are using scmdraft which isnt bad, but since i can tell ur not that much of an expert i recommend using SCXE 2.5 (2.6 is gay, they made trigger windows wayyy too big.) you can get it at
http://www.stormcoast-fortress.net/download.php?download=SCXEenglish And you said you were having trouble using GUEdit to work, well go to his site and re download and get the java 2.1 downloaded, that might be your problem
making 2x2 terrain
Load your map in GUEdit
Click on EDIT TERRAIN
it will pop up with a browser, find your STARCRAFT.exe file in your starcraft folder, and open that. it will take a while to load the editor, and closing laggy things will probably help, because its a kinda laggy process.
Click on the square of terrain you want to put in your map under the big list of tileset and go to the MAP tab and click where u want the square terrain to go. when youre done, hit STORE TERRAIN and close the tileset list and Map programs and hit Save and save your map. you cant open ur map in normal sc editor or the terrain will be lost, but u can open it fine with SC XE2.5 with the terrain in tact.
for more info, PLEASE read tassadar's WONDERFUL STICKY thread it tells how to make exploding units, what editors to use, common problems with GUEdit, and how to do bound things. You really made me waste my time, but hey, ill live. good luck on ur map.
BTW, switches are triggers that can be turned on and off at certain times/places, since u wanted to know. its like a portable trigger. ^^