Staredit Network

Staredit Network -> UMS Assistance -> disable and enabling locations
Report, edit, etc...Posted by cuinhell(ds) on 2005-05-25 at 18:48:58
having trouble with this and im not quite sure how to do this. But I will give yall an explanation of what i want.

Ok when a unit goes by a location it kills units at the location[this part works]
now when the unit hits another location to create units.[ it won't ]
when also running this trigger.

custom score set to add 1 to custom score.

hmm i wonder why?
Report, edit, etc...Posted by DT_Battlekruser on 2005-05-25 at 18:58:30
Please, be a little more specific. Not sure what you're talking about with custom score. Where do you want the new units created?
Report, edit, etc...Posted by cuinhell(ds) on 2005-05-25 at 19:52:07
ok i have 8 locations for the units to be created at ok think of this [] to be a location and this is the concept i am working with


ok kill units at location[] then add 1 to custom score [] then create units []

so what i want it to do is when the unit crosses the first location it kills the units at the 3rd location while entering the middle location adds 1 to custom score..

but im runnin into a boggle if 2 diffrent units by 2 diffrent players hits the middle about 10millseconds from each other. it will block the 2nd unit. And the second unit will have to back track to get passed the middle location.
Report, edit, etc...Posted by BeeR_KeG on 2005-05-25 at 20:35:09
I don't quite get the exact actions that you are to make but I get the general idea.

Switches and Hyper Triggers should do the trick.

Hyper Triggers will fix that delay between trigger action which causes your two units entering the location 10 milliseconds from each other to be blocked.

Use switches like this:

When unit enters Location A enable Switch 1.
When Switch 1 is enabled do this action.
Report, edit, etc...Posted by The_Shattered_moose on 2005-05-25 at 20:38:55
Are you using custom score for both the timer on the kill location and for something to do with passing the location to spawn?
If so, I reccomend you use the death count meathod that I posted in your other thread instead, as that will have less interferance.
Report, edit, etc...Posted by Kissme(F) on 2005-05-25 at 21:09:24
no i have a seprate location for the custom and i have a seprate loaction for the kills
Report, edit, etc...Posted by The_Shattered_moose on 2005-05-25 at 21:15:16
No, what i mean is are you using "Custom score" for anything other than the death location?
Report, edit, etc...Posted by Kissme(F) on 2005-05-29 at 01:06:10
I have help this guy test his map. And I think I know what he is talking about.

Ok its a racing game kinda i Guess.

OK when a unit is created it creates darktemplars from anit cheatin on the laps.
So when the unit moves around the course it hits a location befor the laps to kill the darktemplars and when you get past the laps location it has create darktemplars. An addition to hyper triggers so they create asap.
And what he is talking about is. That if 2 players are in a tie it kills for player one but then player 2's units get stuck in the templars. So how would he go about doing this?
I think this is what he is talking about.

I hope This works for him.
Report, edit, etc...Posted by flipmonkey on 2005-05-29 at 23:38:26
i did sumthing like this before, forgot how i did it... haha i forgot alot of my map making tips, skills eerrr ill try to remember.
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