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bloodasb
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bloodasb



mass create trigger ;C Empty
PostSubject: mass create trigger ;C   mass create trigger ;C I_icon_minitimeSun Jul 19, 2009 3:10 am

lol in my newest map, i have a mass create trigger, it is verry laggy and it takes up many triggers to get it working, i know theres a way to accomplish one region to spawn them all jist my memory is faint .. i need to know a step by step version of how to get it units move to a corrosponding point from where they are spawned .. plz help? ty :]
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X.x-D.a.r.K-x.X
Sergeant
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mass create trigger ;C Empty
PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeSun Jul 19, 2009 3:30 am

ill help in game. its way easier to explain
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bloodasb
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bloodasb



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PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeSun Jul 19, 2009 3:35 am

i cant rly go on atm and here other people can just refer to it and u only have to type it once ... go to portal chatty
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BackseatDriver
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BackseatDriver



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PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeSun Jul 19, 2009 4:24 pm

I was trying to figure this out too. It would be nice if someone made a tutorial on how to do this.
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olonavy
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PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeSun Jul 19, 2009 8:27 pm

i just know how to do it in two triggers, idk how u did it.
If you want to reduce lag a bit you can remove the leak on this trigger by making a Point variable and assigning it to (positon of last created unit), change the trigger to: Unit order last created unit to move to (variable created_ offset by...etc. And random points of a region also leaks (i think), So you then make a variable, either a different one, or the same one as before (If youre using the same one you have to remove the variable first to reuse it by making a custom script after its used: RemoveLocation(udg_Variable_name), space are replaced by underscores.). Set the variable to Random point in region 000, and then remove it. Ill just use two different variables cuz its easier.
First u make two regions opposit to each other, making the one where units will move a bit larger, then u make a trigger to spawn the units:

Events- Every .5 seconds of game time
Conditions- _______
Actions- Unit-Create one footmen for Player 12 at [Random point in region 000//Variable//] facing X degrees. //90 degrees faces up, 180 left, and so on
RemoveLocation(udg_Variable)
Unit- Order Last created unit to Move to ((Position of Last created unit//Variable2//) offset by 9999 towards X degrees)
RemoveLocation(udg_Variable2)


Then you just make a trigger to remove them (or move them back), If you want it to be random then just remove them or kill them:

Events- A unit enters region 001
Conditions- Owner of Triggering unit Equal to player brown
Actions- Unit- Triggering unit from the game.

-----
you can control the number of units by changing the periodic event to .6 secs or w/e.
In this case removing the leak is a bit more important cause its a repeating trigger, with more time playing the game itll get more and more laggy.


Last edited by olonavy on Sun Jul 19, 2009 8:31 pm; edited 1 time in total (Reason for editing : -)
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Pat1487
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Pat1487



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PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeSun Jul 19, 2009 11:29 pm

Olo's got it right, with 1 modification, he said "towards X degrees" its easier to use the units actual facing angle

mass create trigger ;C Capture_19072009_232431
mass create trigger ;C Capture_19072009_232435

Theres the basic example
These examples have mem leaks
And for the remove trigger, a condition is a good idea, like olo said
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bloodasb
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bloodasb



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PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeSun Jul 19, 2009 11:40 pm

Ty olo and pat =D
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BackseatDriver
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BackseatDriver



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PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeMon Jul 20, 2009 9:40 am

On pats second trigger he forgot to add a condition that would only kill units owned by Player 12. Otherwise the escapers would be killed as well as player 12's units.

Thanks, for the help.
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olonavy
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Corporal




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PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeMon Jul 20, 2009 3:59 pm

Quote :
Theres the basic example
These examples have mem leaks
And for the remove trigger, a condition is a good idea, like olo said
He did say u needed the condition he just didnt include it, and scrwe u pat i spent hours and days doing that trigger and u have to change it Sad, but yeah its better to use the facing angle
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Pat1487
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Pat1487



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PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeMon Jul 20, 2009 11:51 pm

BackseatDriver wrote:
On pats second trigger he forgot to add a condition that would only kill units owned by Player 12. Otherwise the escapers would be killed as well as player 12's units.

Thanks, for the help.

Dont kill the units, remove them, you can kill them first and then remove them if you want them to appear to die
Dead units use mem space, causing leaks, removed units are removed from mem
Always remove units if they will never be used again
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bloodasb
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bloodasb



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PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeTue Jul 21, 2009 1:43 am

lol if u didnt know to put the condition u shouldnt even be map making .. its very simple and pat threw it together last min for me .. give him some slack c;
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BackseatDriver
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BackseatDriver



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PostSubject: Re: mass create trigger ;C   mass create trigger ;C I_icon_minitimeTue Jul 21, 2009 10:31 am

I meant to say remove. But i wasnt trying to prove him wrong. I knew the condition was needed. Thats why i said it.
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