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Staredit Network -> UMS Assistance -> Yes and No System Triggers.
Report, edit, etc...Posted by Shadow on 2005-04-09 at 19:25:06
Look at map. I have attached the map. I am not sure what I am doing wrong but these aren't working. Can someone help me out? tongue.gif

Thanks ahead of time!
Report, edit, etc...Posted by Ultimo on 2005-04-09 at 19:26:03
You didn't attach a map.

EDIT: Oh, you just did. I'll look at it. You should go more indepth with your problem, since we don't know what's wrong.
Report, edit, etc...Posted by Shadow on 2005-04-09 at 19:29:20
Sorry I attached the map now.

ADDITION:
They are the only triggers in the map. So I don't think there needs to be any input so far. If you would like me to tell you what us wrong I can.

Simply, No text shows up in the game.
Report, edit, etc...Posted by chuiu on 2005-04-09 at 19:33:40
So what is the problem? I don't even know what you want to do so I can't really explain to you what you're doing wrong. Right now I know this:

You want them to make a decision.
You only have 1 outcome for the decision, the other one isn't a trigger yet.
You have them wait ungodly amounts of time then you reset the deaths to 0.
You have 2 seemingly useless triggers for Player 2, and some unfinished ones for all players.
Report, edit, etc...Posted by Shadow on 2005-04-09 at 19:39:46
Ok well that wasn't expected... Well, I will tell you what I would like to do.

What I want is to be able to use the syestem over and over.

It starts out with "Would you like to watch intro?".
If you select "yes" then it goes into the storyline.
If you select "No" then it skips ahead and just starts the game.

I want to use the same triggers. Later in the game.

At first, if you selected yes, the storyline would go and that would work fine. But, if the person used the "no" location it wou7ld create another hero. SO, what I need to know is how to clear one decision before using the other.

I.E. Use" Yes" and then "No" will be cleared.
Use "No" and then "Yes" will be cleared.

Etc.....
Report, edit, etc...Posted by chuiu on 2005-04-09 at 19:46:28
You're making this overly complicated ... just have it set deaths to 1 for yes and 2 for no. Then in the trigger that happens based off the decision just reset the number to 0.

And in the trigger where it's displaying text ... it's only going to display text for Player 2. No other players meet the requirement for that trigger. For text displays you should set a switch. Then for the actions you would display the text. Then under the trigger somewhere, possibly grouped up with some other trigger that always runs you would clear the switch. That way it shows it for all players (if you need to do that).
Report, edit, etc...Posted by Shadow on 2005-04-09 at 20:19:25
To start the trigger I would do this:

Trigger
Description:
Yes
Players:
¤ Player 1
Conditions:
¤ Brings unit to "Yes"
Actions:
¤ Set Switch "X"
¤ Set Deaths "1"


To display the text:

Trigger
Description:
Yes
Players:
¤ Player 1
Conditions:
¤ Switch "X" is Set
Actions:
¤ Display Text


Then after all of this I will need to clear switches and what not...
I would implement Death Counters into the map later if I were to other triggers that had/have different uses:


Trigger
Description:
Yes
Players:
¤ Player 1
Conditions:
¤ Deaths = 1
Actions:
¤ Random Actions
¤  Set Deaths to 0


So, is that the Trigger order?
Report, edit, etc...Posted by chuiu on 2005-04-09 at 20:35:32
You still need a trigger to clear the switch ... or you can use death counters to display text and just add for all players and subtract it when the text is displayed.
Report, edit, etc...Posted by Shadow on 2005-04-09 at 21:41:22
QUOTE(Shadow @ Apr 9 2005, 04:19 PM)

Then after all of this I will need to clear switches and what not...

[right][snapback]184236[/snapback][/right]

Report, edit, etc...Posted by Shadow on 2005-04-10 at 16:36:06
QUOTE(Shadow @ Apr 9 2005, 04:19 PM)
To start the trigger I would do this:




Trigger
Description:
Yes
Players:
¤ Player 1
Conditions:
¤ Brings unit to "Yes"
Actions:
¤ Set Switch "X"
¤ Set Deaths "1"


To display the text:




Trigger
Description:
Yes
Players:
¤ Player 1
Conditions:
¤ Switch "X" is Set
Actions:
¤ Display Text


Then after all of this I will need to clear switches and what not...
I would implement Death Counters into the map later if I were to other triggers that had/have different uses:





Trigger
Description:
Yes
Players:
¤ Player 1
Conditions:
¤ Deaths = 1
Actions:
¤ Random Actions
¤  Set Deaths to 0


So, is that the Trigger order?
[right][snapback]184236[/snapback][/right]


Yet, another question.

For the first trigger with setting the deaths for the last trigger where Detahs = 1 and having random actions. Would it be better to "add" deaths instead of "set" the deaths?
Report, edit, etc...Posted by LegacyWeapon on 2005-04-10 at 16:43:31
Setting would be better just to be exact to make sure you don't mess up.
Report, edit, etc...Posted by Forsaken on 2005-04-10 at 17:04:38
Just make sure you use an unused unit because you might be faced with getting the death counters messed up if you are using a unit in the game. tongue.gif
Report, edit, etc...Posted by Tdnfthe1 on 2005-04-10 at 19:17:53
QUOTE(l)ark2004 @ Apr 10 2005, 03:04 PM)
Just make sure you use an unused unit because you might be faced with getting the death counters messed up if you are using a unit in the game. tongue.gif
[right][snapback]184979[/snapback][/right]

really and truly you have to figure out a yes no reuseable system yourself. it just takes knowledge of triggers, experience, and maybe a little intuition. I wont try to tell you how to do this type of trigger and i don't think anyone else should either. learning these types of things on your own is how you become a better mapper.
just keep thinking about how to do your cutscenes, or questions or what not and you should be fine. One thing to keep in mind is don't overly concern yourself with the "ENTIRE SYSTEM" just think about what conditions you can use to activate triggs, in other words what conditions can you make, that can easily be taken away or controlled? i hope this helps you want to find your own way to do your system, cya.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-04-10 at 19:24:35
QUOTE(chuiu_os @ Apr 9 2005, 06:46 PM)
And in the trigger where it's displaying text ... it's only going to display text for Player 2.  No other players meet the requirement for that trigger.
[right][snapback]184204[/snapback][/right]


Your refering to the 3rd trigger right? All the players meet the requirement of that trigger, Just because it refers to player 2 doesn't mean it isn't true from player 3s perspective.

The problem with the display text is you need both players one and two inorder for the conditions to be met.
Report, edit, etc...Posted by chuiu on 2005-04-10 at 19:28:18
Yes. Thanks for the correction.
Report, edit, etc...Posted by Forsaken on 2005-04-12 at 23:14:56
QUOTE(Tdnfthe1 @ Apr 10 2005, 03:17 PM)
really and truly you have to figure out a yes no reuseable system yourself. it just takes knowledge of triggers, experience, and maybe a little intuition. I wont try to tell you how to do this type of trigger and i don't think anyone else should either. learning these types of things on your own is how you become a better mapper.
just keep thinking about how to do your cutscenes, or questions or what not and you should be fine. One thing to keep in mind is don't overly concern yourself with the "ENTIRE SYSTEM" just think about what conditions you can use to activate triggs, in other words what conditions can you make, that can easily be taken away or controlled? i hope this helps you want to find your own way to do your system, cya.
[right][snapback]185146[/snapback][/right]


How are you referring to me? I am condused... I was offering help to Shadow to use an unused unit. Because when I first asked about Death Counters, It was never specified for me to use an Unused Unit, thenI thought I did something worng when I really wasn't....
Report, edit, etc...Posted by PhoenixRajoNight on 2005-04-13 at 05:31:59
QUOTE(Tdnfthe1 @ Apr 10 2005, 06:17 PM)
really and truly you have to figure out a yes no reuseable system yourself. it just takes knowledge of triggers, experience, and maybe a little intuition. I wont try to tell you how to do this type of trigger and i don't think anyone else should either. learning these types of things on your own is how you become a better mapper.
just keep thinking about how to do your cutscenes, or questions or what not and you should be fine. One thing to keep in mind is don't overly concern yourself with the "ENTIRE SYSTEM" just think about what conditions you can use to activate triggs, in other words what conditions can you make, that can easily be taken away or controlled? i hope this helps you want to find your own way to do your system, cya.
[right][snapback]185146[/snapback][/right]


WHAT IN THE HELL IS WRONG WITH YOU?!

Thats why this site is here, or this forum rather. To ask questions, give answers, get feedback, and offer input on making our maps better.

And if you honestly feel that way what the hell are you doing here?
Report, edit, etc...Posted by Forsaken on 2005-04-13 at 10:12:58
QUOTE
WHAT IN THE HELL IS WRONG WITH YOU?!

Thats why this site is here, or this forum rather. To ask questions, give answers, get feedback, and offer input on making our maps better.

And if you honestly feel that way what the hell are you doing here?


Well, Pheonix the way he does things is ok. He has helped people before, except what he does is more of a "I will give you the guidlines". And, you have to do the rest of the work for yourself. That way you learn something. And, in my opnion I like the way he does things. I am not saying I am an advanced map maker but, people ask me for help sometimes and I like it when I help them figure it our for themselves.
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