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Staredit Network -> UMS Assistance -> Yes and No System
Report, edit, etc...Posted by Shadow on 2005-03-17 at 19:14:18
I am a little confused about Yes and No Systems.

I set it up like this:


Trigger
Description:
Trigger to set Switch 'Yes'
Players:
¤ Players 1-2
Conditions:
¤ Current Player Brings 1 Unit to 'Yes'
Actions:
¤ Set Switch 1
¤ Display Test "BLAH...BLAH... BLAH..."



Trigger
Description:
Trigger to set Switch 'No'
Players:
¤ Players 1-2
Conditions:
¤ Current Player Brings 1 Unit to 'No'
Actions:
¤ Clear Switch 1
¤ Set Switch 2
¤ Display Test "Yadda.... Yadda.... Yadda.... "



Then to use those switches at a seperate time do I set them up like:


Trigger
Description:
Use Switch 'No' again
Players:
¤ Players 1-2
Conditions:
¤ Switch 'No' is set
Actions:
¤ Give 100 minerals


or for another trigger.


Trigger
Description:
Use Switch 'No' again
Players:
¤ Players 1-2
Conditions:
¤ Switch 'No' is set
Actions:
¤ End game in Defeat


etc....

Would I just keep doing that for all of the triggers that end in no?

Would the be the same for the option "Yes" just replace No with Yes?

Thanks for any help!

Shadow


Report, edit, etc...Posted by ShadowBrood on 2005-03-17 at 19:16:54
For no just use
----------------------------
bring unit to no
set switch no

For yes use
-----------------------------
bring unit to yes
set yes
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-19 at 02:59:26
You don't need switches for the trigger described.
Report, edit, etc...Posted by FaZ- on 2005-03-19 at 20:45:35
QUOTE((U)Bolt_Head @ Mar 19 2005, 02:59 AM)
You don't need switches for the trigger described.
[right][snapback]168031[/snapback][/right]


You technically don't need switches for any trigger. They just make it easier for a novice mapmaker.
Report, edit, etc...Posted by Bringer on 2005-03-19 at 21:24:33
If you have a string of triggers that effect each other you need switches techinically. I still call death counters or placing units in certain spots a form of a switch.
Report, edit, etc...Posted by axblader on 2005-03-19 at 21:30:41
death counters are the best to use. you have 200+ different deaths you can use. plus, you can use them for each player, so its, 1600+ deaths in total you can have.

though onyl switches can randomize, since they are like binary, 1 and 0, or random.



ABOVE: why would you need to set switch 2? and i suggest you name your swtiches.
though, the give 100 minerals part, you have to set the swtich or else it will keep giving 100 minerals to that player until it is set again.

also, the default for swtiches is "clear". so all the players would receive 100 minerals in the beginning.
Report, edit, etc...Posted by Turin on 2005-03-19 at 22:15:39
Switches do have a use. Like my example map (which is in the mix), you dont want things to start until you tell them to. And switches make it so that there are not all those horrible constantly firing triggers. There are other things you can do, but switches allow for multiple types of actions. Like switch 1 is set and player 1 brings marine to beacon, and switch one is set and player 1 brings ghost to beacon. Those two actions are from the same prerequisite (something that set switch 1) but can have completely different actions. And you can use them to link triggers. Switches do have a use, and they clean up triggers.
Report, edit, etc...Posted by axblader on 2005-03-19 at 22:42:52
deaths can do all that....
Report, edit, etc...Posted by FaZ- on 2005-03-19 at 23:45:55
QUOTE(FaZ- @ Mar 19 2005, 08:45 PM)
You technically don't need switches for any trigger. They just make it easier for a novice mapmaker.
[right][snapback]168416[/snapback][/right]



QUOTE(Bringer(MC) @ Mar 19 2005, 09:24 PM)
If you have a string of triggers that effect each other you need switches techinically. I still call death counters or placing units in certain spots a form of a switch.
[right][snapback]168428[/snapback][/right]


Technically means at the lowest level, meaning that although deaths can be used in the same way as a switch, they are still not switches.

Turin:
Trigger
Conditions:
¤ Player brings one man to location key
Actions:
¤ Set deaths for psi emitter to 1
¤ display: "You have the key!"


Trigger
Conditions:
¤ Player brings one man to door
Actions:
¤ Player has at most 0 deaths of psi emitter
¤ display: "You have to find the key first!"


Trigger
Conditions:
¤ Player brings one man to door
Actions:
¤ Player has exactly 1 deaths of psi emitter
¤ display: "You open the door!
¤ disable doodad state for door at location door


This could easily be done with a switch. It can be done without them, using a basic death counter.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-20 at 04:18:13
QUOTE(FaZ- @ Mar 19 2005, 07:45 PM)
You technically don't need switches for any trigger. They just make it easier for a novice mapmaker.
[right][snapback]168416[/snapback][/right]


I measure the need of a switch by the function they serve as. In Shadow’s trigger listed the switch serves no purpose, it’s not making it easier for a novice it is only complicating a simple issue.

This is what I understand shadow wants done ...

Conditions:
-Current player brings 1 unit to ‘Yes’
Actions:
-Display Text: Blah Blah Blah
-Give 100 Minerals

Conditions:
-Current player brings 1 unit to ‘No’
Actions:
-Display Text: Yadda Yadda Yadda
-End Scenario in Defeat

Judging by his post, Shadow lacks the basic understanding of how a switch works. Another words he doesn’t understand the states of the switch and how it is supose to relate actions and conditions. Understanding a switch’s uses is large step up from understanding how they work.

PS. axblader: Reread the triggers Shadow has listed, He does not have preserve trigger on them and none of them have the condtions of the switch being clear.
Report, edit, etc...Posted by Shadow on 2005-03-20 at 09:39:50
Ok, Thanks for the help everybody.
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