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Staredit Network -> UMS Assistance -> Bound Trigger HElp please!
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-12 at 19:17:19
ok i ran out of room on a trigger for a obstacle so i had to make a new switch so it continues And it isnt working can any1 help me?????


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Bnet Name Oo.HeXeR.oO@USEast


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Report, edit, etc...Posted by DT_Battlekruser on 2005-02-12 at 19:20:37
It would help to see the map; give how speficific your problem is.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-12 at 19:38:11
Nothing clears the Level 1 switch. And the second part requires it to be clear.

I would do it like this

Trigger One
Conditions:
-Level 1 is set
-Continue is clear
Actions:
-Obsticals
-Set Continue

Trigger Two
Conditions:
-Level 1 is set
-Continue is set
Actions:
-Obsticals (continued)
-Clear Continue
Report, edit, etc...Posted by Staredit.Net Essence on 2005-02-12 at 19:39:29
i tried it it still dont work
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-12 at 19:51:54
Then post the map where you tried it because you screwed up.
Report, edit, etc...Posted by chuiu on 2005-02-12 at 20:14:58
Make the switch 1 is cleared condition to switch 1 is set in the 2nd trigger. And then in the actions, clear the continue switch instead of setting switch 1.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-12 at 21:12:04
That never disables the first half chu.
Report, edit, etc...Posted by chuiu on 2005-02-12 at 22:38:01
Yeah but it's going to be continuous so it shouldn't matter.
Report, edit, etc...Posted by DevliN on 2005-02-12 at 23:46:58
Bolt's method works perfectly. I've used that and death counters without any issues before, so it must have been something on your part.

Now that I'm looking at this map, there's some things you need to reconsider.
1. If player 1 leaves, the rest of the team loses vision of the whole map. Place revealers for all players.
2. You don't need 1 location to start an obstacle and another one to end it. Use the same location to clear Obstacle 1 and set Obstacle 2.
3. You don't need to have a location to respawn at every obstacle. You can have the players always respawn at the same location, then center that 1 location around a Spider Mine and move the Spider Mine to the next obstacle upon completing the obstacle.
4. You don't need a location around the Marine. You could Disable all Terran Marine for Player 7 at Anywhere.And if you plan to move it for each obstacle: Move all Terran marine for Player 7 at Anywhere to Obstacle 2 or something.
5. Use comments.
6. 2, 3, and 4 will keep you from running out of locations fast.

And your problem is simple. In the second trigger you have:
Level 1 is Cleared.
Continue is set.

Change "Level 1 is cleared" to "Level 1 is set." At the end of the Continue trigger, change "Set Level 1" to "Clear continue."
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-13 at 02:10:56
QUOTE(chuiu_os @ Feb 12 2005, 09:38 PM)
Yeah but it's going to be continuous so it shouldn't matter.
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Yeah but you don't want the first half firing during the time the second half is firing.

So need to specify Continue being clear in the conditions of the first trigger.

Devlin made the same mistake in his corrections.
Report, edit, etc...Posted by chuiu on 2005-02-13 at 02:14:05
I completely blanked out the fact that those explosions work of off waits and other triggers don't wait for them. What I was thinking would happen is the first one would fire, then the next, then they would preserve.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-02-13 at 02:19:58
Of course, I've done the same thing.
Report, edit, etc...Posted by DevliN on 2005-02-13 at 10:16:11
Oh I wasn't even looking at the first trigger Bolt, I figured he had it cleared already in the conditions. I guess I shouldn't assume. But nonetheless he still needs to change the clear/set status of his second trigger to make it work (considering he completely stops the whole obstacle at the end of the first trigger).
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