Staredit Network

Staredit Network -> UMS Assistance -> frag grenades in inventory
Report, edit, etc...Posted by VizuaL on 2005-05-02 at 15:41:35
ok u get a inventory, (ur like a soldier)to take out like a grenade or use a hp. i got the triggers for it to appear next to u as a suicide right, but i want it to be timed. like if u dont use it in 05 seconds it will explode and kill everything near it (location). but the triggers for it to explode in 5 seconds with a count down timer and switches are confusing.... can u please help me out here, give me like a outline of how to do it. THANKS helpsmilie.gif
Report, edit, etc...Posted by Mini Moose 2707 on 2005-05-02 at 16:04:33
» Moved to Map Assistance
Report, edit, etc...Posted by FTR_ROCKO on 2005-05-02 at 16:07:02
Use death counts, i believe with hyper triggers, 12 deaths = 1 second of time, 5x12=60...
Report, edit, etc...Posted by KaboomHahahein on 2005-05-02 at 16:07:18
Countdown timer is global so if more people are using it at once it might mess up.

Link to tutorials about switches.
http://www.staredit.net/index.php?tutorial=116
Report, edit, etc...Posted by warhammer40000 on 2005-05-02 at 16:10:47
Yea, deth counts would work. So every time somebody launches a frag, you start creating units with hyper triggers, and after a certain amount of deaths, KABOOOOOOMM!!! You would have to use the center location at trigger too. If you dont get what i mean. I'll detail everything step by step.
Report, edit, etc...Posted by VizuaL on 2005-05-02 at 16:13:07
yeah explain deathcounts, i get the move loctaion triggers an all. but uh explain the deathcounts and switches plz confused.gif
Report, edit, etc...Posted by FTR_ROCKO on 2005-05-02 at 16:21:11
Conditions:
Switch 'bomb' is set

Actions:
add 1 death counter
preserve trigger.

--

Conditions:
'player' has suffered at least 60 deaths

Actions:
Set switch 'boom!'
preserve trigger

--

Conditions:
Switch 'boom!' is set.

Actions:
Clear switch 'boom!'
Clear switch 'bomb'
modify deaths set to '0'
Kill all 'men' at 'location'
preserve trigger

this should work
Report, edit, etc...Posted by VizuaL on 2005-05-02 at 16:23:18
thanks
Report, edit, etc...Posted by warhammer40000 on 2005-05-02 at 16:25:20
So youd make it SOMETHING like this!


Trigger
Description:
Deth Countay Thingay
Players:
¤ player 8*
Conditions:
¤ Player 8 has suffered 36 deaths of the Terran Marine*
Actions:
¤ Create 5* Dark Archons* at location 'Grenade Player 3'
¤ Kill All Unit at location 'Grenade Player 3'**
¤ wait 100
¤ set Deaths ta 0
¤ Preserve Trigger


*Variable
**This location follows p 3 around, then when he launches, a grenade spawns next to him.(RUN!!)

Of course when you launch, you would start the killing process.

i hope you catchh my drift on this one. I made it right away, and never tried.
Report, edit, etc...Posted by VizuaL on 2005-05-02 at 16:33:11
wats with the deaths thing... i dont get it
Report, edit, etc...Posted by warhammer40000 on 2005-05-02 at 16:40:03
Well, the invisable death score keeps going up from that marine getting hyper killed. So when it gets killed 36 tymes, it pulls off the trigg! Then you set it back to zero. (you are reseting the timer thingie.)
Report, edit, etc...Posted by VizuaL on 2005-05-02 at 16:50:52
where do these marines die?
Report, edit, etc...Posted by KaboomHahahein on 2005-05-02 at 17:30:05
You don't need to kill the unit for the deathcount to work. There is a trigger that you can set the death for whatever unit you don't need to kill them. "Set death" trigger
Report, edit, etc...Posted by Ultimo on 2005-05-02 at 17:42:39
QUOTE
Conditions:
Switch 'bomb' is set

Actions:
add 1 death counter
preserve trigger.

--

Conditions:
'player' has suffered at least 60 deaths

Actions:
Set switch 'boom!'
preserve trigger

--

Conditions:
Switch 'boom!' is set.

Actions:
Clear switch 'boom!'
Clear switch 'bomb'
modify deaths set to '0'
Kill all 'men' at 'location'
preserve trigger


What's the need for so many switches? You only need one, not even.
CODE

Conditions
Current Player has suffered exactly 1 death of "blahaha"
Actions
Add 1 death for disruption web
Preserve Trigger

Conditions
Current Player has suffered at least 1 death of "blahaha"
Current Player has suffered at least 60 deaths of disruption web
Actions
Kill all men owned by current player at 'whatever'
Set deaths of "blahaha" to 0
Set deaths of disruption web to 0
Preserve Trigger


This way, if there is more then one player, then it'll work out better then using switches.
Report, edit, etc...Posted by MapUnprotector on 2005-05-02 at 17:54:11
QUOTE(KaboomHahahein @ May 2 2005, 05:30 PM)
You don't need to kill the unit for the deathcount to work. There is a trigger that you can set the death for whatever unit you don't need to kill them. "Set death" trigger
[right][snapback]199728[/snapback][/right]


Also they don't really "die" on the map, nor is a unit created and destroyed.
Report, edit, etc...Posted by O)FaRTy1billion on 2005-05-02 at 19:17:47
If you kill a unit with triggers (or hacks), it is not counted in the deaths. You have to use Set Deaths or have a unit kill it.
Report, edit, etc...Posted by in_a_biskit on 2005-05-03 at 03:34:22
http://www.staredit.net/index.php?tutorial=124 - Tutorial on Death Counters.

If no other trigger uses wait actions, try this:
Conditions:
-- player wants to use grenade
Actions:
-- remove a grenade
-- Wait for 5000 milliseconds
-- Kaboom!
-- Preserve trigger

If you really wanted to be economical with variables (i.e. to use as few death counters and switches as possible), and you have wait actions for players already, here's a modified version of Ultimo's system:
Conditions:
-- player wants to use grenade
-- Current Player has suffered at most 0 deaths of unused unit
Actions:
-- remove a grenade
-- Set deaths of unused unit to 1 for current player
-- Preserve

Conditions:
-- Current Player has suffered at least 1 deaths of unused unit
-- Current Player has suffered at most 59 deaths of unused unit
Actions:
-- Add 1 deaths of unused unit for current player
-- Preserve

Conditions:
-- Current Player has suffered at least 60 deaths of unused unit
Actions:
-- Set deaths of unused unit to 0 for current player
-- Kaboom!
-- Preserve
Report, edit, etc...Posted by Ultimo on 2005-05-03 at 09:47:51
Won't that stop since it says at most 59? So it'll stop at 59?
Report, edit, etc...Posted by chuiu on 2005-05-03 at 10:18:52
It will go to 60 because when you hit 59 then it still meets the conditions.

At least means the value can be the number you input or anything greater.
At most means the value can be the number you input or anything lower.
Report, edit, etc...Posted by warhammer40000 on 2005-05-03 at 15:27:19
kaboom means kill all units at location
Report, edit, etc...Posted by in_a_biskit on 2005-05-04 at 08:17:49
Yes, when I say "Kaboom!", I mean do whatever the effects of the grenade are. This probably involves killing units at location, and possibly an explosion effect or a text message or both.

The second system I gave essentially does the same thing as the first system, except that it doesn't use wait actions. It works best if you use hypertriggers.
If you're not using hypertriggers, reduce the maximum death counts from 59 and 60 to 4 and 5.
Report, edit, etc...Posted by l)ark_13 on 2005-05-07 at 00:19:34
Yeah, you shouldn't use waits unless you have hyper triggers. And even if you do its a good idea to get into the habit of substituting them with death counts. By the way, a death count is just like addition in math. When you tell the trigger to add 1 death count of marine, it adds one death for marines. It just adds one of "nothing" (well, the unit, but the unit doesn't need to "exsist"). Just like, "Add +1". I didn't add a PHYSICAL number, just a thought, or concious information. It doesn't exsist in real life, just like you didn't actually kill a marine, you just "thought" of killing the marine and that counts as killing him... If this makes sense to you tongue.gif
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