Oops, sorry. Guess I should have done a bit more research before raising this point. Thanks for the reply!
Expopower's forum posts
(EDIT: This is just a minor issue, perhaps it isn't even be one.)
Just letting whoever manages the presentation of the site, that some CSS styles appear to be missing from the global.css stylesheet.
Namely, the ones dealing with the 3DS dropdown navigation tabs. I played around a little with it, and it would appear that adding the following styles would fix the apparent problem (at least to the extent that I've seen):
.standard #site_nav_platform .dropdown_open .nintendo_action_wrap_l {
background-position: 0 -1550px;
}
.standard #site_nav_platform .dropdown_open .nintendo_action_wrap_r {
background-position: right -1550px;
}
#site_nav_platform .nintendo_nav_item .dropdown_wrap {
background: none repeat scroll 0 0 #009AB3;
border-color: #075461;
}
(Essentially, just copy over the styles for the Wii U tab and modify the class names a little.) Although, if the default gray colours and occasionally odd (lack of) visible background images were intentionally left there, then please disregard this notice. I just felt that the visual consistency was a bit broken in its current state.
Thanks for your attention!
I tried to look up guides...
But the closest they had to my problem was..."Why does my trigger only work once?"
At which point is was suggested that "Preserve Trigger" be included in the actions...
So...I sort of still need help. Has anyone else ever experienced this problem?
My last inquiry on this was not answered...
On the Starcraft Map Editor, I set the a few triggers as follows:
------------------------------------------
1. Condition: Always.
Action: Send all units on strategic suicide missions.
Preserve trigger.
2. Condition: Elapsed game time is at least 30 game seconds.
Action: Create "#" "unit" at "Location".
3. Condition: Elapsed game time is at least 90 game seconds.
Action: Create "#" "unit" at "Location".
Triggers #1 and #2 work, but when the trigger #3 is activated, the units are created at "Location", but they are unaffected by the trigger #1. No matter what triggers I use, any units created after trigger #2 is already activated are not affected by trigger #1. All they do is appear and remain stationary.
I've already tried this order:
Trigger #1
Trigger #2
Trigger #1
Trigger #3
Trigger #1
Trigger #4
Trigger #1
Etc...
------------------------------------------
Still the same results as my first attempt.
------------------------------------------
I've also tried:
1. Condition: "Player" commands at most "#" "units".
Action: Create "#" "unit" at "Location".
Send all units on strategic suicide missions.
Preserve trigger.
------------------------------------------
This also does NOT work.
Help me out, please?
On the Starcraft Map Editor, I set the a few triggers as follows:
1. Condition: Always.
Action: Send all units on strategic suicide missions.
Preserve trigger.
2. Condition: Elapsed game time is at least 30 game seconds.
Action: Create "#" "unit" at "Location".
3. Condition: Elapsed game time is at least 90 game seconds.
Action: Create "#" "unit" at "Location".
Triggers #1 and #2 work, but when the trigger #3 is activated, the units are created at "Location", but they are unaffected by the trigger #1. No matter what triggers I use, any units created after trigger #2 is already activated are not affected by trigger #1. All they do is appear and remain stationary.
I've already tried the following "fix":
Trigger 1
Trigger 2
Trigger 1
Trigger 3
Trigger 1
Trigger 4
Etc...(doesn't work, by the way.)
Help me out, please?
Actually, I did. I tried this order:
Trigger #1
Trigger #2
Trigger #1
Trigger #3
Trigger #1
Trigger #4
Trigger #1
Etc...
Still the same results as my first attempt.
On the Starcraft Map Editor, I set the a few triggers as follows:
1. Condition: Always.
Action: Send all units on strategic suicide missions.
Preserve trigger.
2. Condition: Elapsed game time is at least 30 game seconds.
Action: Create "#" "unit" at "Location".
3. Condition: Elapsed game time is at least 90 game seconds.
Action: Create "#" "unit" at "Location".
Triggers #1 and #2 work, but when the trigger #3 is activated, the units are created at "Location", but they are unaffected by the trigger #1. No matter what triggers I use, any units created after trigger #2 is already activated are not affected by trigger #1. All they do is appear and remain stationary.
Help me out, please?
In Starcraft Map Editor, how do I make a trigger that has conditions that essentially add up to:
"Player" controls "#" "unit" at "Location"
Or
"#" deaths of "unit" at "Location"
I've already tried "Player" brings "at most #" "unit" to "Location", and it doesn't work- the trigger activates whether or not the number of units at "Location" actually is "at most #".
Help me out, please?
Is it possible for me to make a trigger that has a series of conditions which boil down to:
# of "unit" deaths at "Location"
OR
player ____ commands # of "unit" at "Location"
I've already tried "If Player X brings at most # 'unit' to 'Location'", and it doesn't really work- the trigger springs automatically, regardless of whether there are the set number of units at "Location" or if there are more.
Help, please?
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