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Staredit Network -> UMS Assistance -> Is this trigger ok
Report, edit, etc...Posted by Dante on 2005-04-05 at 09:26:27
-------------------------------
condition
player 1 commands 0units
action
set player1donthaveunit
---------------------

-------------------------------
condition
player 2 commands 0units
action
set player2 donthaveunit
---------------------


-------------------------------
condition
player1donthaveunit is cleared
player2donthaveunit is cleared
countdown timer = 0
(someone is on middle)
action
(current player on the middle won)
---------------------


now let me explain. it is micro when u have 35 secs to kill your oponnent or if he camps, u will just stay on middle and win. that means who is on middle when countdown reaches 0 won.
But there was problem (before) when countdown timer was 0 and some1 kills oponnent it end this round and round after. Are these triggers right that it will fix it? its hypotetical and i dont and cant make tests
Report, edit, etc...Posted by Ultimo on 2005-04-05 at 09:34:43
Shouldn't it be for the last trigger
player1donthaveunit is set
player2donhaveunit is set since you set off both of them when they both had no units, and you're saying the person who is still alive after everyone is dead? It'd have to be the switches are set.
Report, edit, etc...Posted by Dante on 2005-04-05 at 09:45:32
i dont agree.... u dont set that two switches, because one still lives...
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-05 at 12:29:47
The triggers are not usefull for the situation you described.
Report, edit, etc...Posted by terrenblade on 2005-04-05 at 17:45:43
What you've currently got is 2 extra triggers, the ones seting swiches.

Becuse the swich is controlled by only once condition, it's a waste of space.

What you want is a trigger more like this
Conditions:
Player 1 controlls atleast 1 unit
Player 2 controlls atleast 1 unit
Countdown timer is 0 (how are you regulating this?)
Swich 'round in progress' is set
Currentplayer brings atleast one unit to 'middle' (asuming the round is won for 'current player')
Actions:
(whatever was there before)
clear 'round in progress'


And then add the action set 'round in progress' when you start the next round, After you set the countdown timer.


What this trigger set will do is.
Check if boath players still controll units (without needing swiches, which can screw thigns up from time to time)
Check the countdown timer
Make shure the round is still in progress
Make shure there's a player in the middle

That gives you three layers of defence against a 'free' round.

Also, I suggest finding some way to make tests, even if you just use a computer player who does nothing. Much faster for all of us.
Report, edit, etc...Posted by Heimdal on 2005-04-05 at 17:55:01
You should only use switches when you need to remember something later and the conditions that you need to remember are no longer available. If a player doesn't have any units, then they probably wouldn't have any units in the future unless you create some for them, so there's no reason to store that in a switch.
Report, edit, etc...Posted by Dante on 2005-04-05 at 17:55:48
nice smile.gif
Report, edit, etc...Posted by sckor on 2005-04-06 at 05:31:50
I don't think you need those 2 switches.. You could reduce it down to one trigger.

Report, edit, etc...Posted by Dante on 2005-04-06 at 11:18:45
QUOTE(sckor @ Apr 6 2005, 03:31 AM)
I don't think you need those 2 switches..  You could reduce it down to one trigger.
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really ? how ?
Report, edit, etc...Posted by AqoTrooper on 2005-04-06 at 11:24:37
QUOTE(Dante @ Apr 6 2005, 06:18 PM)
really ? how ?
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QUOTE(terrenblade @ Apr 6 2005, 12:45 AM)
What you've currently got is 2 extra triggers, the ones seting swiches. 

Becuse the swich is controlled by only once condition, it's a waste of space.

What you want is a trigger more like this
    Conditions:
Player 1 controlls atleast 1 unit
Player 2 controlls atleast 1 unit
Countdown timer is 0 (how are you regulating this?)
Swich 'round in progress' is set
Currentplayer brings atleast one unit to 'middle' (asuming the round is won for 'current player')
    Actions:
(whatever was there before)
clear 'round in progress'
And then add the action set 'round in progress' when you start the next round, After you set the countdown timer.
What this trigger set will do is.
Check if boath players still controll units (without needing swiches, which can screw thigns up from time to time)
Check the countdown timer
Make shure the round is still in progress
Make shure there's a player in the middle

That gives you three layers of defence against a 'free' round.

Also, I suggest finding some way to make tests, even if you just use a computer player who does nothing.  Much faster for all of us.
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As Hemidal said, switches are for saving information - same thing for all types of variables - not for complicating simple procedures.
Report, edit, etc...Posted by sckor on 2005-04-07 at 07:04:35
Lets break it up into little bits.



QUOTE
But there was problem (before) when countdown timer was 0 and some1 kills oponnent it end this round and round after. Are these triggers right that it will fix it? its hypotetical and i dont and cant make tests


I'm assuming that you mean once the player kills someone, he keeps winning.
That is because you have to no trigger to create units back for the other players that have 0 units..


Trigger
Description:
Set the countdown timer
Players:
¤ Players you want (anyplayer)
Conditions:
¤ Countdown timer is at most 0
¤ SWitch "Round" is cleared
Actions:
¤ Set Count down timer; add 35 seconds
¤ Set Switch "Round"
¤ Preserve Trigger



Trigger
Description:
WIN!
Players:
¤ Human Players
Conditions:
¤ Countdown timer is at most 0
¤ switch "round" is set
¤ Current player brings at least one men to "Middle"
Actions:
¤ End scenario in victory for current player
¤ Clear Switch "Round"
¤ Create one unit for foes at "Spawn Area"
¤ Preserve Trigger
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