Staredit Network

Staredit Network -> UMS Assistance -> Transmissions
Report, edit, etc...Posted by Ultimo on 2005-03-30 at 21:36:18
Can transmissions be activated by the "Bring" condition if the trigger is activated by a computer player bringing a unit to a certain location? Since everytime I use the human players force "brings to a location" for transmission, it only plays for player 1, so I'm wondering if this happens when a computer brings a unit to a location. I'm not sure, though it would save me some work.
Report, edit, etc...Posted by SaGa on 2005-03-30 at 22:07:59
QUOTE(Ultimo @ Mar 30 2005, 09:36 PM)
Can transmissions be activated by the "Bring" condition if the trigger is activated by a computer player bringing a unit to a certain location? Since everytime I use the human players force "brings to a location" for transmission, it only plays for player 1, so I'm wondering if this happens when a computer brings a unit to a location. I'm not sure, though it would save me some work.
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Maybe try making them for the players you to hear the transmission. If your using hyper triggers I'm having the same issue myself but it seems that it works if I do it for the players I want to hear the transmission sometimes.
Report, edit, etc...Posted by sckor on 2005-03-31 at 01:51:59
err

Trigger
Description:
Transmissions activated by computer player
Players:
¤ Human Players
Conditions:
¤ Computer Player brings at least one "unit" to "location"
Actions:
¤ Remove 1 "unit" at "location"
¤ Transmission();
¤ Preserve Trigger


I'm not sure.. You mean this?
Report, edit, etc...Posted by Ultimo on 2005-03-31 at 08:08:33
That without the remove unit. Everytime I try to do that a with a human player, only player 1 can see it -_- I think doing that with computer unit will work.
Report, edit, etc...Posted by AqoTrooper on 2005-03-31 at 08:44:42
The reason that only one players sees it is because it's the only player you choosed in the 'Players' checkbox list, you should check ALL of the human players that you want them to see the transmittion.
Report, edit, etc...Posted by Ultimo on 2005-03-31 at 08:51:28
Checking all the player boxes would be the same as checking the whole force with humans player in it, which I do, and I ask the people in-game if they see the text, and they say no.
Report, edit, etc...Posted by slayer766 on 2005-03-31 at 08:54:12
You should actually check the Force box with the human players in it. I have had this problem too, but with you just checking the Player1, Player2 and so on, only the player that is being brought to the location will see the transmission. So try just only checking the Force box with the human players in it. That should work. smile.gif

The trigger should look like this:


Trigger
Description:
Transmission For Everyone To See
Players:
¤ Force 1 (Human Players)
Conditions:
¤ Force 1 brings at least 1 men to location 'transmission play'
Actions:
¤ Play 'Transmission'


There that should do it. Good luck and hope this helps. biggrin.gif
Report, edit, etc...Posted by Ultimo on 2005-03-31 at 09:00:48
I swear I did that exact same thing and my other players still see do it, I'll just have to test this some more. It'd save me a lot of a switches if that actually worked -_- Or maybe I should start using death counters to activate cutscenes.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-03-31 at 14:50:47
Post the map cause it seems like know what your doing. So it must be something else.
Report, edit, etc...Posted by Sniper on 2005-04-01 at 01:52:50
set a switch when the force brings a unit to that location
then when that switch is set, play transmission for the force
Report, edit, etc...Posted by Ultimo on 2005-04-01 at 01:58:50
Yeah Sniper, that's what I do. I just hope I don't hit the string limit that way. I might start using death counters when I need to, only requires one unit. =p
Report, edit, etc...Posted by RexyRex on 2005-04-01 at 16:26:43
This happened (Well... still does wink.gif) to me with music.
I usually use a very crude solution, so here is a cleaner...but harder one.

Hell, I can't think of one right now.
But your problem is the waits. It waits for transmission X to finish, but if it's preserved it keeps waiting. And if it's not it ... keeps waiting.
I hate transmissions.

Use .wav's and waits.


Or...do my crude solution.
Death Counters.

*RexyRex shivers
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