Staredit Network

Staredit Network -> UMS Assistance -> switches
Report, edit, etc...Posted by cuinhell(ds) on 2005-02-11 at 17:48:10
First before I put my question down I would really like to say thanks to all you cool people for helping me out with my questions. I know its alot of them but i gotta learn from somewhere espesaily to these people Map making assistance, battle cruiser guy and bolt thanks guys.

Now for my question:

do i have to have scm draft to make switches or can i use xtra 2.5 to makes switches?
second question is:
How do I make switches for levels?
Please type it were a noob can understand it like command and so forth thanks guys.
Report, edit, etc...Posted by Screwed on 2005-02-11 at 19:07:03
I don't know if you are talking about the trigger action 'Set Switch'
or the 'Beacon Switch in game'

Anyways, Set Switch is an action in all primary starcraft editors. All it does is makine it 'Set' or 'Clear', like 'On' and 'Off'. They all start off as 'Clear/ Off' and they do nothing on its own. You use them to activate something when you 'Set' them.

To use Switches to activate levels, you do
- Player X brings 1 civilian to Location A (the location on the beacon)
- Switch 1 is clear

- Do the actions for this level
- Set Switch 1

Now do the same like this for level 2
- Player X brings 1 civilian to Location A (the location on the beacon)
- Switch 1 is set
- Switch 2 is clear

- Do the actions for this level
- Set Switch 2

And so on etc.
Report, edit, etc...Posted by Urmom(U) on 2005-02-11 at 19:07:23
scm draft2 can make switches im pretty sure in its triggedit but use scxe instead. to set up levels for your bound do this:


null
Trigger
Conditions:
¤ Always
Actions:
¤ Set switch1



null
Trigger
Conditions:
¤ Switch 1 is set
Actions:
¤ obstacle one



null
Trigger
Conditions:
¤ current player brings at least 1 bounder to obstacle1 end
Actions:
¤ clear switch1
¤ set switch2


then do that for all the levels. so basically, you start out by setting the first obstacle. when the bounder reachers the end it will clear the first bound obstacle and start the second. you can of course add things to the conditions and actions or even more triggers but thats up to you.

<edit>Chill: im pretty sure that would accomplish nothing if hes talking about a bound which i assume he is.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-11 at 19:32:32
I also advise you to look at this tutorial:
We have tutorials for everything!
http://www.staredit.net/index.php?tutorial=116
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-11 at 21:43:00
QUOTE(Screwed @ Feb 11 2005, 06:07 PM)
To use Switches to activate levels, you do
- Player X brings 1 civilian to Location A (the location on the beacon)
- Switch 1 is clear

- Do the actions for this level
- Set Switch 1
[right][snapback]143063[/snapback][/right]

QUOTE(urmom @ Feb 11 2005, 06:07 PM)

null

Trigger
Conditions:
¤ current player brings at least 1 bounder to obstacle1 end
Actions:
¤ clear switch1
¤ set switch2

[right][snapback]143064[/snapback][/right]


You wouldn't want to use ither of those triggers. Since this is a beginner topic i won't explain the reasoning. But the problem is you don't want to have the conditions specify a player, or current player.
The trigger needs to specifiy the entire force. So instead of
Current player brings at least one bounder to obstical end
do
Human Force brings at least one bounder to obstical end.

You also want to take out the switch condition in Screwed's Trigger.
Report, edit, etc...Posted by Screwed on 2005-02-11 at 21:45:20
Bolt, I never assumed the switch was made for a bound, it might be for a level starter in a defence which Player 1 brings the civilian to the beacon.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-12 at 00:06:07
QUOTE(Screwed @ Feb 11 2005, 08:45 PM)
Bolt, I never assumed the switch was made for a bound, it might be for a level starter in a defence which Player 1 brings the civilian to the beacon.
[right][snapback]143191[/snapback][/right]


Mmm thats true, I was just thinking of bounds.
But i still hate player 1 dependant maps.
Report, edit, etc...Posted by DT_Battlekruser on 2005-02-12 at 00:31:18
1. You can't "make switches". All switches that can be used already exist. You can rename them using any conviently available editor (except Starforge; correct me if I'm not up to date on SCMD)

2. I highly reccomend you use Death Counters for levels.

Then do something like

Trigger
Conditions:
¤ Always
Actions:
¤ set deaths of 'Cantina' for 'Player 8' to '1'


Trigger
Conditions:
¤ Deaths of 'Cantina' for 'Player 8' is exactly '1'
Actions:
¤ Do level 1 (if it is a bound, do explosions, if it's a def create units, etc.)



Trigger
Conditions:
¤ level 1 is complete (EX: 'Bounders' brings one 'Zergling' to 'end level one'
Actions:
¤ set deaths of 'Cantina' for 'Player 8' to '2'


Trigger
Conditions:
¤ Deaths of 'Cantina' for 'Player 8' is exactly '2'
Actions:
¤ Do level 2 (if it is a bound, do explosions, if it's a def create units, etc.)

Report, edit, etc...Posted by cuinhell(ds) on 2005-02-12 at 10:36:51
Well yall hit right on the money well some of you did, it is a bound.
But i still didn't ge the answer i was looking for lol.

Ok let me see if i can explain it better.


Ok you know how u make a location and it says location well how do i make a switch place with a location
Report, edit, etc...Posted by LegacyWeapon on 2005-02-12 at 12:31:03
http://www.staredit.net/index.php?showtopic=10533
Take a look at that wink.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-12 at 14:56:27
QUOTE(cuinhell(ds) @ Feb 12 2005, 09:36 AM)
Ok let me see if i can explain it better.
Ok you know how u make a location and it says location well how do i make a switch place with a location
[right][snapback]143516[/snapback][/right]


I'm more confused than i was before.
Maybe try explaining what your trying to do as a non map maker would see it. Instead of trying to explain what your doing with triggers you don't understand.
Report, edit, etc...Posted by cuinhell(ds) on 2005-02-12 at 15:34:39
ok ill explain what im doin:


Well im trying to make a bound with levels. And my origanl triggers are all goin off at the same time. SO I figured i would try to make some switches so they only go off when the lvel starts. But with out knowing what I am doing it lags the game out and I needed to find a way to stop all the process in the game.

I hope that is a good explanation.
Report, edit, etc...Posted by Screwed on 2005-02-12 at 23:29:08
I don't know what you did wrong or what caused the major lag (maybe the millions of explosions or a constant preserve trigger on a wave file etc.) but what you need to do is to break the obstacles into parts with switches using the methods the above people just mentioned. I'll just explain how it works.

The Switch is 'Set' and 'Clear'. Each trigger with 'Switch' as a condition will only fire when all conditions are met, that means also whether if the switch is clear or on is met. Therefore make each of your obstacles dependant on an individual switch and set it when a player brings a zergling to the area to start the obstacle. (And clear the switch of the previous obstacle so the previous obstacle stops running)
Report, edit, etc...Posted by sckor on 2005-02-20 at 00:09:12
.....
just do

Players bring atleast one unit to End level
-----------------------------------------------------
Move all units at Bound room to Start
Set switch 1


Players bring atleast one unit to End level
Switch 1 is set
----------------------------------------------------
Move all units at Bound room to start
Set switch 2
Clear switch 1


yea, and you can set the explosion pattern

Switch 1 is set
----------------------
Create one "explosion" at '1-1'
Kill all any unit owned by all players at "1-1
Preserve trigger

such and such

location 1-1 is a location in the bounding area where the players must get acrosss.
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