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Staredit Network -> UMS Assistance -> Switches
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-27 at 23:11:20
Darth-Reven why would you list a incompleat set of triggers to demonstrate switches, and not even explain the use of the switch.

By what you have listed there one can conclude that you will get the same results by just making the first trigger and forgetting the second intirely, cause it won't fire anyways.
Report, edit, etc...Posted by in_a_biskit on 2005-04-28 at 03:31:48
sckor: Calm down, no-one's accusing you of doing anything. I was just saying that you probably wouldn't need all 256 switches in any defence map, even if it had five hundred levels.
Report, edit, etc...Posted by sckor on 2005-04-28 at 04:29:06
that's right.
I'm using NO switches for my defense levels...

Edit- Alright, I get why In_a_biskit is getting those assumptions.
by saying

"In defense maps, you would probably use them all." I meant Units, not switches
Report, edit, etc...Posted by in_a_biskit on 2005-04-28 at 07:23:17
Oh, all right then.

QUOTE(sckor @ Apr 26 2005, 10:16 PM)
I never used 256 switches.

Defense maps- you would probably use them all.
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You gotta admit, though, it wasn't very surprising that I got your meaning wrong.
Report, edit, etc...Posted by Deathknight on 2005-04-28 at 15:39:17
QUOTE
what if it's like a defense map and all of the units are being used?

A: You have the option of using UNUSED units, like independant commands center, mineral fields(and others that are basically invincible), etc.
B: You can use the death counts for computer players.
C: You can use the death counts for players 9-12.

The only reason to use switches is for randomization and two-state things.
And BTW renaming switches/units uses strings!
Report, edit, etc...Posted by Wild9 on 2005-04-28 at 16:06:37
So how would I use a switch to trigger an effect that would grant invicibility for a player that goes to a certain location? And I dont want other units/players/comps to be made invincible?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-29 at 03:48:24
I don't see a reason to use a switch for that Wild9.

Just set there unit to invincable when it goes to the location.
Report, edit, etc...Posted by sckor on 2005-04-29 at 20:36:43
But why use all the time on Death counts, when you can operate much faster through switches?
Report, edit, etc...Posted by LegacyWeapon on 2005-04-29 at 23:34:18
Speed isn't that much of an issue...
Report, edit, etc...Posted by Wild9 on 2005-04-29 at 23:57:54
QUOTE((U)Bolt_Head @ Apr 29 2005, 03:48 AM)
I don't see a reason to use a switch for that Wild9.

Just set there unit to invincable when it goes to the location.
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Well actually i want the unit to regain 75-80% shield& energy points after that current player goes to a secret location. And his shield/energy regain to 75% while the unit is anywhere w/ preserved triggers to keep the effect continuious.
Report, edit, etc...Posted by sckor on 2005-04-30 at 02:04:30
I can only play game like 1 hour for the week end- I find speed very important.
Report, edit, etc...Posted by LegacyWeapon on 2005-04-30 at 11:10:18
I'm saying some people can use death counters faster than switches and vice versa. It's all about what you are used to and what you prefer.
Report, edit, etc...Posted by sckor on 2005-04-30 at 19:49:54
Death counters faster than switches?
mellow.gif

But switches have only 2 variables...
..well.
Report, edit, etc...Posted by chuiu on 2005-04-30 at 19:55:47
There is no difference in speed, but when it comes to comparing them you can do things with switches you cant with death counters and vice versa.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-01 at 22:05:29
The speed there talking about is the speed it takes to trigger them.

Witch one is faster varies dependant on what your doing.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-02 at 00:18:16
Here are some things I can think about that is better about each one.

Deaths:
  • Can go greater than 1. instead of 50 switches, +1 death count
  • Doesn't affect other players
  • Doesn't take a string if you accidentally rename it

Switches:
  • Randomize ability
  • Toggle
Report, edit, etc...Posted by (U)Bolt_Head on 2005-05-02 at 03:07:54
I use death counters for the following things.

- If i need a "counter" to ither manage time or levels of some sort.
- If multiple players would each need there own switch. Set up a death counter using "current player" so it works independantly for each.
- Mulitple Single Time Varables. For an example a units Weapon in a RPG, you could use a death counter to keep track of what weapon he has since he could only hold one at a time. I did this same thing in TimeUp Bound for the differant type of explotions. The differant values of the death counter resulted in a differant unit for the explotion.

Thats really all.


I use switches for alot of other things still. Of course to randomize and i also use switches for Global Events, such as managing a doodad door, or indicating a story line event has occured.

Some times a switch can be used to ensure that only one player runs a trigger.

Players:
-All Players
Conditions:
-Current player brings at least one civ to hero 1
-Switch Repeat Hero 1 is clear
Actions:
-Set Switch Hero 1
-Create one hero for current player
-Remove Civ for current player.

But of course in that example many times you can use the condition.
"All Players commands exactly 0 hero 1"
instead of the switch, but there are circumstances where the switch may work better.
Report, edit, etc...Posted by sckor on 2005-05-02 at 05:25:05
I'm not saying I don't know switches.
And what I meant by speed was,
how fast it takes to "MAKE" the triggers.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-02 at 19:20:32
I was just randomly adding comparisons of the two, not for uses (or speed). just for how they can be set. Not for what is better than what. Life is a little random.
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