Staredit Network

Staredit Network -> UMS Assistance -> Create, wait theese kind of stuff
Report, edit, etc...Posted by Saox on 2005-03-14 at 15:13:52
I recently started to make a new map.

There are a lot of bunkers, with beacons around the map, each one gives you 10 minerals per a specific period of time.

C:
current player commands exacly 0 terran beacons.
A:
Wait for 30 000 ms.
Add 10 minerals for Current Player
preserve trigger

And so on...every new trigger like this had +1 terran beacon and +10 minerals
exacly 2 Tp
add 20 minerals and so on...

This doesn't really work and i don't know why :/ I took over all the beacons, had like 10 of them, so I should get 110 minerals per 30 secounds, what didn't happen.

Another thing that i'd like to get work is, that if the player posses a building like the Protoss Gateway, then he gets per 30 secounds (with the money) a unit like 1 marine, 2 gateways 2 marines and so on to max to 3.

The same with the cybernetic core. 1 cybernetic core=1 vulture per 30 ms.

This looks v. familiar, even identical to the triggers used in all theese Heroes maps, how to make this work?
Report, edit, etc...Posted by LegacyWeapon on 2005-03-14 at 15:58:13
The problem lies in the waits. When you wait such an extended amount of time for each trigger, the waits stack up. I won't explain it because it will probaby confuse you but the answer to this problem is to avoid using waits.
One way is to make a unit movement counter. Make a unit move from one place to another and use that as the timer
Another way would be to make a death counter by constantly counting deaths up or down and dealing with it accordingly.

Tutorial about death counters here:
http://www.staredit.net/index.php?tutorial=124
Report, edit, etc...Posted by sckor on 2005-03-15 at 06:16:20
Also, that beacon stuff. Instead of using those long long triggers............
This can't be completely identical to waht you would want but I see no other way.


Trigger
Description:
Count and leave out counted beacons
Players:
¤ Player 1
Conditions:
¤ Current player commands at least one Terran Beacon
Actions:
¤ Give one beacon at "anywhere" owned by Player 1 to Player 2
¤ Set Deaths for Protoss Archon. Add 1
¤ Preserve Trigger
¤ Comment (Text) [optional]



Trigger
Description:
Periods when you get money
Players:
¤ Player1
Conditions:
¤ Switch 1 is cleared
Actions:
¤ Set switch 2
¤ Set Switch 1
¤ Preserve Trigger
¤ Comment (text) [optional]



Trigger
Description:
Count up Deaths
Players:
¤ Player 1
Conditions:
¤ Switch 2 is Set
¤ current player suffers at least one death for Archon
Actions:
¤ Set deaths; subtract one for archon
¤ Set resources for current player; Add 1 mineral
¤ Set deaths; add one for Shuttle
¤ Preserve Trigger
¤ comment (text) [optional]



Trigger
Description:
Ehrelkadf
Players:
¤ Player 1
Conditions:
¤ Current player suffers at most 0 deaths for archon
¤ Switch 2 is set
Actions:
¤ Set countdown timer; add 30 seconds
¤ Set Switch 3
¤ Preserve Trigger
¤ Comment (text) [optional]



Trigger
Description:
asldfkj;aslfkdjlasfjd;lafj
Players:
¤ Player 1
Conditions:
¤ Count down timer is at most 0 seconds
¤ Switch 3 is set
Actions:
¤ Clear Switch 3
¤ Clear switch 2
¤ Clear Switch 1
¤ Comment (text) [optional]
¤ Preserve Trigger



Trigger
Description:
Add back death score for archon
Players:
¤ Player 1
Conditions:
¤ Switch 1 is cleared
¤ Switch 2 is cleared
¤ Switch 3 is cleared
¤ Current player suffers at least 1 death for shuttle
Actions:
¤ Set deaths; subtract one for shuttle
¤ Set deaths for current Player; Add one for Archon
¤ Preserve Trigger
¤ Comment (text) [comment]


Note: This won't work very much, without hyper triggers
Report, edit, etc...Posted by Saox on 2005-03-15 at 11:02:32
Well...I allready fixed that beacon stuff, now I only need to figure out how to do this things with creating units. That if someone commands exacly 1 T barracks, then I whant the map to create 1 marine at location AX WHEN the round has ended(countdown timer is exacly 0 g. s) But this never works more than once, thought I gave it a preserve trigger, I gave a trigger to reset the countdown timer. Please help me!
Report, edit, etc...Posted by LegacyWeapon on 2005-03-15 at 14:45:06
I know how to do it but if you could please post your map to see the exact details of the spawning. (No do not post your project, just a test map)
Report, edit, etc...Posted by Saox on 2005-03-16 at 17:36:57
[attachmentid=6380] Here you go. Play as player one, cause it is the only one that currently works. I may have removed the triggers that creates the units because of that it didn't work.
Report, edit, etc...Posted by sckor on 2005-03-17 at 03:35:41
That is basically the same thing as the beacon thing. Only, instead of adding minerals, you create zealots.

[QUOTE]

Trigger
Description:
Count and leave out counted beacons
Players:
¤ Player 1
Conditions:
¤ Current player commands at least one Protoss Gateway
Actions:
¤ Give one protoss Gateway at "anywhere" owned by Player 1 to Player 2
¤ Set Deaths for Protoss Archon. Add 1
¤ Preserve Trigger
¤ Comment (Text) [optional]



Trigger
Description:
Periods when you get money
Players:
¤ Player1
Conditions:
¤ Switch 1 is cleared
Actions:
¤ Set switch 2
¤ Set Switch 1
¤ Preserve Trigger
¤ Comment (text) [optional]



Trigger
Description:
Count up Deaths
Players:
¤ Player 1
Conditions:
¤ Switch 2 is Set
¤ current player suffers at least one death for Archon
Actions:
¤ Set deaths; subtract one for archon
¤ Create one Protoss Zealot at "Spawn"l
¤ Set deaths; add one for Shuttle
¤ Preserve Trigger
¤ comment (text) [optional]



Trigger
Description:
Ehrelkadf
Players:
¤ Player 1
Conditions:
¤ Current player suffers at most 0 deaths for archon
¤ Switch 2 is set
Actions:
¤ Set countdown timer; add 30 seconds
¤ Set Switch 3
¤ Preserve Trigger
¤ Comment (text) [optional]



Trigger
Description:
asldfkj;aslfkdjlasfjd;lafj
Players:
¤ Player 1
Conditions:
¤ Count down timer is at most 0 seconds
¤ Switch 3 is set
Actions:
¤ Clear Switch 3
¤ Clear switch 2
¤ Clear Switch 1
¤ Comment (text) [optional]
¤ Preserve Trigger



Trigger
Description:
Add back death score for archon
Players:
¤ Player 1
Conditions:
¤ Switch 1 is cleared
¤ Switch 2 is cleared
¤ Switch 3 is cleared
¤ Current player suffers at least 1 death for shuttle
Actions:
¤ Set deaths; subtract one for shuttle
¤ Set deaths for current Player; Add one for Archon
¤ Preserve Trigger
¤ Comment (text) [comment]
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