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Staredit Network -> UMS Assistance -> Need Help with an Innovative Idea
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-07 at 13:50:00
I'm not familar with hyper triggers. How do you use them?
Report, edit, etc...Posted by Thels on 2004-11-07 at 16:21:39
There's a tutorial on that, but you shouldn't use them unless you know what you're doing and have a reason to do so. I was just asking if you used them in your map, because they can mess up things. Forget about it.

Can you list ALL players, conditions and actions for those two triggers? The way you show them now makes them run forever, giving you loads of minerals. You said you only got them twice, so there's more to your triggers.
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-07 at 18:52:30
Ah...I see! I found one problem, it seems I put Set "Money" twice. That would explain the twice thing. However, because of my luck, I'm having another problem. It seems now that it's only working once. After that, it just doesn't give me any money.

Conditions:
Countdown timer is exactly 1 game seconds

Actions:
Set "Money"
Preserve Trigger

Conditions:
Current Player Bring at least 1 Building to X
Foes Bring exactly 0
Allies Bring exactly 0

Actions:
Modify Resources for Current Player: Add 300 Ore
Preserve Trigger
^
(I do that last trigger for each location)

Conditions:
"Money" is set

Actions:
Clear "Money"

<Should I maybe just put "Clear Money" on my last location which is giving the players money?>
Report, edit, etc...Posted by Thels on 2004-11-08 at 10:53:54
QUOTE(Shadow_Bringer @ Nov 7 2004, 07:52 PM)
Conditions:
Countdown timer is exactly 1 game seconds

Actions:
Set "Money"
Preserve Trigger


If all it does is set the trigger, why not use the countdown timer for all triggers at the same time?

QUOTE(Shadow_Bringer @ Nov 7 2004, 07:52 PM)
Conditions:
Current Player Bring at least 1 Building to X
Foes Bring exactly 0
Allies Bring exactly 0

Actions:
Modify Resources for Current Player: Add 300 Ore
Preserve Trigger


Hmm, there's no reference at all to the Countdown Timer or the money switch.

QUOTE(Shadow_Bringer @ Nov 7 2004, 07:52 PM)
Conditions:
"Money" is set

Actions:
Clear "Money"
[color=red]


This just makes it useless to set the switch, because it'll be cleared right away.

Setting the switch to make sure resources are given is a good idea. However, you can't use 1 switch to make sure about a dozen locations. So instead, use a score counter, and change it by 1 for each location done. In my example, I'll use Custom Score for player 8. You can replace this by any other player, or use the Deaths counter of a unused unit instead.

When all the locations are paid for, the countdown timer needs to start over, right? So when the custom score reached a certain value, the countdown timer should restart. I assume you want to have the timer start at the begin of the map, so let's make the value at which the countdown timer must start '0' (Since it starts at '0').

While setting the countdown timer, we'll prepare the Custom Score as well. It shouldn't be 0, since we use that to start the Countdown Timer, so let's set it to 1.

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 0.
¤ Countdown Timer is at most 0 game seconds.
Actions:
¤ Modify Countdown Timer: Set to 60 seconds.
¤ Modify Score for Player 8: Set to 1 Custom.
¤ Preserve Trigger.


Now at the start of the game, the Countdown Timer will run, and Player 8's Custom Score is set to 1. When the Countdown Timer runs out, we'll start paying for the locations. We check to see if the Countdown Timer runs out and the Custom Score is set to 1. (Otherwise, it might trigger at the start of the game, etc...) Of course we also check to see if the current player has right to gain the minerals. We pay, and we set the Custom Score to 2, to verify that we took care of this location.

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 1.
¤ Countdown Timer is at most 0 game seconds.
¤ Current player brings at least 1 buildings to 'Zone 1'.
¤ Allies brings at most 0 buildings to 'Zone 1'.
¤ Enemies brings at most 0 buildings to 'Zone 1'.
Actions:
¤ Modify Resources for Current player: Add 300 ore.
¤ Modify Score for Player 8: Set to 2 Custom.
¤ Preserve Trigger.


Now, since the score is increased from 1 to 2, we need the payment for the next location to activate when the Custom Score is 2, not 1. So it'll look like this:

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 2.
¤ Countdown Timer is at most 0 game seconds.
¤ Current player brings at least 1 buildings to 'Zone 2'.
¤ Allies brings at most 0 buildings to 'Zone 2'.
¤ Enemies brings at most 0 buildings to 'Zone 2'.
Actions:
¤ Modify Resources for Current player: Add 300 ore.
¤ Modify Score for Player 8: Set to 3 Custom.
¤ Preserve Trigger.


And along this line, the next trigger will look like:

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 3.
¤ Countdown Timer is at most 0 game seconds.
¤ Current player brings at least 1 buildings to 'Zone 3'.
¤ Allies brings at most 0 buildings to 'Zone 3'.
¤ Enemies brings at most 0 buildings to 'Zone 3'.
Actions:
¤ Modify Resources for Current player: Add 300 ore.
¤ Modify Score for Player 8: Set to 4 Custom.
¤ Preserve Trigger.


I think you get the idea. Make a trigger like this for every location. Then for the last location, instead of setting the Custom Score 1 higher, set it back to 0, so the Countdown Timer will activate again. I'll assume you use 32 locations, but you can change that to anything else of course:

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 32.
¤ Countdown Timer is at most 0 game seconds.
¤ Current player brings at least 1 buildings to 'Zone 32'.
¤ Allies brings at most 0 buildings to 'Zone 32'.
¤ Enemies brings at most 0 buildings to 'Zone 32'.
Actions:
¤ Modify Resources for Current player: Add 300 ore.
¤ Modify Score for Player 8: Set to 0 Custom.
¤ Preserve Trigger.


Now, the map will pass by all the locations, depending on the score, and then return to Custom Score 0, which will reset the whole cycle. There's one problem, though. What if there's no payment for a certain location, because none of the players built there, or more than 1 player did. We need to design triggers to increase the score as well in those cases, without paying anyone. First, let's do it for when 2 players build there:

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 1.
¤ Countdown Timer is at most 0 game seconds.
¤ Current player brings at least 1 buildings to 'Zone 1'.
¤ Allies brings at least 1 buildings to 'Zone 1'.
Actions:
¤ Modify Score for Player 8: Set to 2 Custom.
¤ Preserve Trigger.


and all the way down to:

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 32.
¤ Countdown Timer is at most 0 game seconds.
¤ Current player brings at least 1 buildings to 'Zone 32'.
¤ Allies brings at least 1 buildings to 'Zone 32'.
Actions:
¤ Modify Score for Player 8: Set to 0 Custom.
¤ Preserve Trigger.


And instead of allies, let's make one for enemies as well:

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 1.
¤ Countdown Timer is at most 0 game seconds.
¤ Current player brings at least 1 buildings to 'Zone 1'.
¤ Enemies brings at least 1 buildings to 'Zone 1'.
Actions:
¤ Modify Score for Player 8: Set to 2 Custom.
¤ Preserve Trigger.


again all the way down to:

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 32.
¤ Countdown Timer is at most 0 game seconds.
¤ Current player brings at least 1 buildings to 'Zone 32'.
¤ Enemies brings at least 1 buildings to 'Zone 32'.
Actions:
¤ Modify Score for Player 8: Set to 0 Custom.
¤ Preserve Trigger.


So, that were the triggers for 2 or more players building there. Now let's do the triggers for when no one builds there:

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 1.
¤ Countdown Timer is at most 0 game seconds.
¤ Player 1 brings at most 0 buildings to 'Zone 1'.
¤ Player 2 brings at most 0 buildings to 'Zone 1'.
¤ Player 3 brings at most 0 buildings to 'Zone 1'.
¤ Player 4 brings at most 0 buildings to 'Zone 1'.
¤ Player 5 brings at most 0 buildings to 'Zone 1'.
¤ Player 6 brings at most 0 buildings to 'Zone 1'.
¤ Player 7 brings at most 0 buildings to 'Zone 1'.
¤ Player 8 brings at most 0 buildings to 'Zone 1'.
Actions:
¤ Modify Score for Player 8: Set to 2 Custom.
¤ Preserve Trigger.


and yet again all the way down to:

Trigger
Players:
¤ All players
Conditions:
¤ Player 8 Custom Score is exactly 32.
¤ Countdown Timer is at most 0 game seconds.
¤ Player 1 brings at most 0 buildings to 'Zone 32'.
¤ Player 2 brings at most 0 buildings to 'Zone 32'.
¤ Player 3 brings at most 0 buildings to 'Zone 32'.
¤ Player 4 brings at most 0 buildings to 'Zone 32'.
¤ Player 5 brings at most 0 buildings to 'Zone 32'.
¤ Player 6 brings at most 0 buildings to 'Zone 32'.
¤ Player 7 brings at most 0 buildings to 'Zone 32'.
¤ Player 8 brings at most 0 buildings to 'Zone 32'.
Actions:
¤ Modify Score for Player 8: Set to 0 Custom.
¤ Preserve Trigger.


Now why do I use players 1-8 instead of all players? Because a player can leave the game. When a player leaves the game, triggers no longer work for that player, and his buildings are given to player 12. So if we just say All Players bring at most 0 buildings there, then it wouldn't activate, because player 12 owns a building there.

There you have it. I tried to explain stuff as explicit as possible, considering your Beginner skill level. It's a sort of tough concept though, so I hope it's understandable. Feel free to ask if it's not.
Report, edit, etc...Posted by Shadow_Bringer on 2004-11-08 at 17:10:02
No, no. That was extremely well written. Thanks, I understand exactly what you're telling me. It may be time consuming, but hey, at least it works; besides, time and work is what map making is all about. I'll let you know if I have any problems with it, if you don't mind. You're a genious at this...anyway, thanks again.

(By the way, are you some kind of psychic, or just lucky? Cuz I do have 32 locations...)
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