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Staredit Network -> UMS Assistance -> Another Bound Question
Report, edit, etc...Posted by Dark_alliance on 2005-03-09 at 17:53:59
Ok first off im new to the forums, and im hoping yall can help me with my problem.. Now for the questions. First, Im making a bound and on one of the obstacles im trying to make one set of units die, then another die after the other ones die but they are both dying at the same time. Can someone help me with that plz thanx. and another thing I DONT GET HOW TO USE SWITCHES! ranting.gif Ive tried every way, but what im trying to do is for everything to stop when the obstacle is finished, but i cant get anything to work.
Report, edit, etc...Posted by n2o-SiMpSoNs on 2005-03-09 at 17:58:04
I'll help you if you send me the map cool1.gif smile.gif
Report, edit, etc...Posted by D_Scypher on 2005-03-09 at 18:00:47
Yeah, we can't really help you if you're not specific about the problem. All you've said is that you can't get switches to work. It would help if you post the whole triggers that are giving you problems, or even the map itelself.
Report, edit, etc...Posted by chuiu on 2005-03-09 at 18:12:42
Try refering to unlocked bound maps to see if they help you:

http://www.staredit.net/index.php?showtopic=10533
http://www.staredit.net/index.php?download=2355

And I'm sure there are a couple tutorials somewhere on this...
Report, edit, etc...Posted by RexyRex on 2005-03-09 at 19:26:07
New to the forums? Post in the welcome forum smile.gif.

Now what I understand from that post is you want a set amount of units to die...then wait...then have another set of units die.

The solution is in that sentence, use a wait trigger. Put it inbetween the first set of units dying and the second. Enjoy biggrin.gif..
Report, edit, etc...Posted by terrenblade on 2005-03-09 at 19:48:34
QUOTE(Dark_alliance @ Mar 9 2005, 06:53 PM)
and another thing I DONT GET HOW TO USE SWITCHES! ranting.gif  Ive tried every way, but what im trying to do is for everything to stop when the obstacle is finished, but i cant get anything to work.
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Well, If you just want the obstacle to end when the players are all passed it,
Stick a Location over the obstical and far enugh over the edges so that players must enter the location before they can see the obsticle. Then add the condition "players command at least one unit at 'Location'" to each trigger which is part of the obsticle.

Conversly, You could instead add a condition "swich X is set" to each trigger which is part of the obsticle, then when the players get close to it, set that swich and when they pass it, clear the swich.

Just remember, swiches dont do anything on there own, you need to put them in conditions, and actions, to make them work right.
Report, edit, etc...Posted by RexyRex on 2005-03-09 at 20:23:59
Terren, if you do that...then the player can restart the obstacle by going back inside the location. Use death counters is switches aren't to your liking.
See the tutorial database for info on death counters.
Report, edit, etc...Posted by Urmom(U) on 2005-03-09 at 20:35:07
im suprised that nobody bothered posting the tutorial yet either. well here you go!
We have tutorials for everything!
Report, edit, etc...Posted by Corbo(MM) on 2005-03-09 at 21:45:31
i think i get the Q.
i think there are two ways
the first one easy way but short obstacle it's like you create a unit and kill it and wait for at least 1 mili second to create the other one and kill it then wait as normal you know...yeah i think you know the reason that you have to do a short obstacle because the trigger for one explosion will take double i mean instead of 3 or 4 it will take 7 or 8 and as you know 64 is the limit for actions ;D
the second one it's level 2 (skill) but you can have fun making long terrain you have to do the first explosion and then clear the switch you started and start a new one with the other explosion

P.D. if the problem is that you can't get the switch to work you are in real problems ha
Report, edit, etc...Posted by SA_Max71 on 2005-03-10 at 03:00:19
QUOTE(n2o-Simpsons @ Mar 9 2005, 02:58 PM)
I'll help you if you send me the map  cool1.gif  smile.gif
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Why bother when he/she can post it here?

QUOTE(corbo @ Mar 9 2005, 06:45 PM)
SA_Max71 edit: A lot of spam?
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Uh, corbo, were you spamming? I would assume that Dark_alliance knows the basic triggers needed for a bound. (Is that correct Dark_alliance?)
Report, edit, etc...Posted by Dark_alliance on 2005-03-10 at 16:33:28
I know the basic triggers. But im having trouble right now, i havnt gotten too far into the map but i just got stuck and ive tried every way i know how to fix it but nothing worked, and the reason i dont want to post it on this tread is because some noobs come and call the map their own and edit it and crap, and i dont want that to happen to my map.
Report, edit, etc...Posted by offensivestyle on 2005-03-10 at 16:55:38
Its pretty easy, just follow tutorial, and theres also a map in the Experimental Maps section that talks about that, go check it out.
Report, edit, etc...Posted by Staredit.Net Essence on 2005-03-10 at 17:15:20
Switches are infact very simple, think of them as links. Example.


CONDITIONS
-player 1 brings at least 1 anyunit to location BRING UNIT HERE
ACTIONS
-Set switch 1

NEW TRIGG
¯¯¯¯¯¯¯¯¯¯
CONDITIONS
-switch 1 is "set"
ACTIONS
-"clear" switch 1
-Create 1 ScV at location SCV CREATE

This will make it so that when player one brings his unit to the "BRING UNIT HERE" location, switch 1 is set, than in a new trigger, once that switch is set the following happends.

-The switch is cleared to not interfere with any other switches
-and scv is created at "SCV CREATE"

I hope this helps.
Report, edit, etc...Posted by chuiu on 2005-03-10 at 21:19:56
QUOTE(Dark_alliance @ Mar 10 2005, 03:33 PM)
I know the basic triggers. But im having trouble right now, i havnt gotten too far into the map but i just got stuck and ive tried every way i know how to fix it but nothing worked, and the reason i dont want to post it on this tread is because some noobs come and call the map their own and edit it and crap, and i dont want that to happen to my map.
[right][snapback]161937[/snapback][/right]

You don't really have to worry about that at SEN. And from what I can tell, you're the noob yourself, you don't even know how to make the map you're making. :/

But untill you can describe your problem in more detail, and I mean A LOT MORE DETAIL. No one can really help you because you're being too vague.
Report, edit, etc...Posted by Red2Blue on 2005-03-10 at 22:38:53
Firstly, Its pretty annoying when people respond to other's posts claiming for them to be Spam, when in fact they are spamming themselves.

Back on topic,
It would be nice to have a map to view what exactly you are trying to do.

QUOTE
I know the basic triggers. But im having trouble right now, i havnt gotten too far into the map but i just got stuck and ive tried every way i know how to fix it but nothing worked, and the reason i dont want to post it on this tread is because some noobs come and call the map their own and edit it and crap, and i dont want that to happen to my map.


Knowing the basics is a good start. Having trouble is common. If you come to a point where you can no longer continue, try restarting. Ive done that before, after getting confused from a big project, I decided to restart the section I was working on. It was a good idea.

Try to understand what exactly you are doing. I know that didn't help.. so here I go again. Most of the time, things aren't named the way that they act. Not everything is named to represent what it does. Learn what the things do before attempting to implement them.

Switches can be a burden to learn. It is a setting of 0 or 1 that can be used if "cleared" or "set". This status of "cleared" or "set" is essential for switches to work....

Gah, you need to show me the map...




QUOTE
You don't really have to worry about that at SEN. And from what I can tell, you're the noob yourself, you don't even know how to make the map you're making. :/

But untill you can describe your problem in more detail, and I mean A LOT MORE DETAIL. No one can really help you because you're being too vague.


Aw, you scared him away. Evil Chuiu, Evil. (Also an ego buster).
Report, edit, etc...Posted by sckor on 2005-03-11 at 04:46:00
QUOTE(Oo.Hydra.oO @ Mar 11 2005, 07:15 AM)
Switches are infact very simple, think of them as links. Example.
CONDITIONS
-player 1 brings at least 1 anyunit to location BRING UNIT HERE
ACTIONS
-Set switch 1

NEW TRIGG
¯¯¯¯¯¯¯¯¯¯
CONDITIONS
-switch 1 is "set"
ACTIONS
-"clear" switch 1
-Create 1 ScV at location SCV CREATE

This will make it so that when player one brings his unit to the "BRING UNIT HERE" location, switch 1 is set, than in a new trigger, once that switch is set the following happends.

-The switch is cleared to not interfere with any other switches
-and scv is created at "SCV CREATE"

I hope this helps.
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That's the same thing as

conditions
-player brings at least one unit to location
Action
-Create on scv at "SCV CREATE"

Use switches when you can't be bothered to enter in all the conditions you need. Another primary use of switches is randomness.

BTW: Switches are all CLEARED by default in the beginning of the game
Report, edit, etc...Posted by RexyRex on 2005-03-11 at 08:54:20
Yes, but he was using that as an example to show him how to use switches. But you only really need them for custom conditions, kinda...
Lots of uses pinch.gif.
Report, edit, etc...Posted by Dark_alliance on 2005-03-14 at 10:56:42
Ok thanks yall are such a big help. I got the switches to work, and i understand them a whole lot better now. But a new problem arised pinch.gif so if you dont mind helping me with it that'll be cool. But once you beet an obsticle and go to the next one, i dont know how to make him spawn(after the person dies) at the next obsticle instead of the first one. Can anyone help me with that. Ive tried using switches and stuff but it didnt really work that good. Please help
Report, edit, etc...Posted by LegacyWeapon on 2005-03-14 at 16:06:26
'Spawn' - Location where the players respawn.
'Start 2' - Location of the starting position of obstacle 2 (End of obstacle 1)
'Unused unit' - Any unit that is not used in the map.
'Bounder' - The unit in which you are bounding with.
Trigger
Players:
¤ Human Players
Conditions:
¤ Current player brings at least 1 Bounder to 'Start 2.'
Actions:
¤ Move location labelled 'Spawn' on Unused unit at location 'Start 2.'
¤ Other actions here (Switch set/clear)


This trigger will move the location that you respawn Bounders at to the center of the start area of the next obstacle. This way you will only need one trigger for spawning;
Trigger
Players:
¤ Human Players
Conditions:
¤ Current player commands exactly 0 Bounder.
Actions:
¤ Create 1 Bounder at 'Spawn'
¤ Preserve trigger.
Report, edit, etc...Posted by Dark_alliance on 2005-03-20 at 13:57:54
oh my gosh, right when u think u know everything a problem pops up, can anyone help me? What im doing is im trying to make one tank blow up one after another in the patern of an 8 and the last one blows up and then it like blows up then every other one at the same time. ive checked the triggers and everything looks fine. if u get what im saying can u plz help me confused.gif its confusing me alot
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-20 at 18:03:08
QUOTE(Dark_alliance @ Mar 20 2005, 12:57 PM)
oh my gosh, right when u think u know everything a problem pops up, can anyone help me? What im doing is im trying to make one tank blow up one after another in the patern of an 8 and the last one blows up and then it like blows up then every other one at the same time. ive checked the triggers and everything looks fine. if u get what im saying can u plz help me  confused.gif  its confusing me alot
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Oh if the triggers are fine then there must not be a problem.

Psst, your triggers are not fine.

Glad to have helped, topic locked.
.

.

.
Oh wait, that doesn't help, I explained the solution with as much detail as the problem.
Report, edit, etc...Posted by sckor on 2005-03-21 at 06:10:36
Basically.

Condition
"Level Pattern 8" is set

Action
Create/kill at location "1"
wait 50

Create/kill at location "2"
wait 50

Create/kill at location "3"
wait 50

Create/kill at location "4"
wait 50

So on and complete your pattern.
Then

Create at location "1'
Create at location "2'
Create at location "3'
Create at location "4'
Kill all any unit owned by all players at location 1
Kill all any unit owned by all players at location 2
Kill all any unit owned by all players at location 3
Kill all any unit owned by all players at location 4

I'm rather sucky at bounds, and never made one. But hope that helped.
Report, edit, etc...Posted by Dark_alliance on 2005-03-26 at 12:11:16
Thanks for the help on that, but i have another problem. After I pass level 7 it never stop and everything in level 8 is really slow. Ive looked all the triggers and they seem fine. Can someone look at it for me and tell me whats wrong?
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-26 at 13:12:55
First off i would like to state how lucky you are that i went down two flights of stairs and plugged in the only computer in the house that has starcraft on it so i could figure this out for you.

Anyways this is your problem. Because level 7 has a continueing trigger and the obstical is broken up into two parts it is a little more complex to clear. So whenever you get to level 8 and start that obstical, the switches that make the second half of the Level 7 trigger fire (or the first) start up the other half again AFTER you have cleared both switches 13 and 14.

The simplist way to fix this is to add a condition to both of the triggers. (or technacly one but its better on both). So add the condtion to both of level 7 obstical triggers that Switch 15 and 16 are clear (since it is a split obstical too).
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