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Staredit Network -> UMS Assistance -> All Right
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-05 at 16:23:28
These two triggers are from my TerraTek Battlzone map, and I can't figure these out. I figured I should throw them out in the open to fix the map and get out a fully working version 1.02 out. If anyone's played any of the timed modes, you probably noticed nobody ever wins.

#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 1, Player 2, Player 3, Player 4
CONDITIONS:
Switch: 'GT = Survival' 'is set'.
Lowest Score: Current player has lowest score: 'Custom'.
Countdown Timer: Countdown timer is 'at most' '1' game seconds.
ACTIONS:
Set Deaths: Modify death counts for 'Current Player': 'Set to' '2707' for 'Alexei Stukov (Ghost)'.
Comment: Comment: 'Survival Victory'.

^^Custom Score is added when someone dies. Thus adding more custom for each death, with least deaths in the end being the winner. The Setting deaths to 2707 triggers the victory message and a victory trigger...

#-------------------------------------Trigger-------------------------------------
PLAYERS:
Force 1
CONDITIONS:
Deaths: 'All Players' has suffered 'at least' '777' deaths of 'Alexei Stukov (Ghost)'.
Deaths: 'Current Player' has suffered 'at least' '777' deaths of 'Alexei Stukov (Ghost)'.
ACTIONS:
Display Text Message: Display for current player: '+
You emerge victorious!!+
+
TerraTek Battlezone+
by Mini Moose 2707'.
Victory: End scenario in victory for current player.

^^From what I can see, the problem lies within the first trigger, because people win and lose with those messages in the other modes. Somehow, the Lowest score condition isn't working, even though it says in the Help file says tied players will still fire the trigger.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-05 at 16:53:22
Im not sure exactly what your trying to do except set up some overly done victory trigger that uses a bunch of unreasonably large numbers. Anyways the Condition “Countdown Timer: Countdown timer is 'at most' '1' game seconds.” In the first trigger practically nullifies it. (Unless the GT switch is set from the very start of the game and other neccessary score things happen). Any ways Your are leaving a lot of stuff out and its hard to fill in the gaps.

Anyways obviously since you said everybody wins that only leaves one of two things that can be going on.

A) All the players have 777 deaths of Alexei
B) There is another victory trigger you didn’t tell us about.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-05 at 17:03:12
The victory trigger isn't overdone. There are six game modes, each with their own way of winning, so the deaths thing is just so I have one trigger with one message.
How would a Countdown Timer at most 1 seconds nullify anything? There are 0 waits running, meaning it should fire before the timer goes away completely. The switch is set as soon as a that game mode is chosen, which sets the timer to 12 minutes. Custom score is added upon each death, and I know that works because there is a leaderboard for Custom score. The All Players shouldn't have an effect, because once any player has the deaths, All Players will apply (I can verify this because the victory//defeat triggers fire for the other game modes).
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-05 at 17:32:19
Now I’m just more sure you overdid it.

Why would you set a switch at the start of the game. The switch can just as easily be left out completely. You don’t need it to start a countdown timer either.

Second why would you use such a large value for your deaths It would seem to make it more confusing to me. Unless you have a valid reason to use large numbers just keep to small ones.

I suppose your countdown timer could be a kind of block to ensure that other players do not run the first trigger. But if this is the case then you might consider using a switch instead. Also your problem might be here because everyone’s custom score starts at 0 so everyone shares the status of “lowest score”

For your second trigger how is it possible that All players suffer at least 777 deaths of Alexei without Current Player suffering at least 777? Another words this trigger will function the same way without the First condition. It is however possible for all players to suffer at least 777 without the current player suffering 777 deaths, This might have been where you came from.

Edit: correct me if im wrong but If im adding the numbers up correctly your setting it up to have one player win at the start of the game?

QUOTE
The All Players shouldn't have an effect, because once any player has the deaths, All Players will apply (I can verify this because the victory//defeat triggers fire for the other game modes).

This sentence makes no since to me.

Edit: Oh maybe your just saying what I said above, That you realize the condition is useless but choice to keep it.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-05 at 18:35:43
The switch is NOT set at the start of the game. Play the map and you'll know what I'm talking about. Player One chooses a GAME MODE and it SETS A SWITCH BASED ON MODE. The victory trigger for that mode is what isn't working (or any other "timed" modes). The Deaths thing is only so those who have executed a victory setting trigger will get victory, there is an exact opposite trigger for defeats. (All Players at least 777, Current Player at most 777). The countdown timer is set once the game mode is chosen so the damn game ends after the time limit. Nobody wins at the start because the "game" itself hasn't started yet, by choosing a game mode. And once that mode is chosen, the trigger won't fire because of the timer being set. The triggers already work at the start, and through the entire game. The problem is the timer runs out and nothing happens. helpsmilie.gif

I can also email you an unlocked version if you'd like, I know you wouldn't steal it. tongue.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-05 at 18:44:17
OHHH that is countdown timer is at most 1 second. I was thinking it was Elapsed time is at most 1 second. Well censored.gif . . . Sorry about that.

Edit:
Ok Now that I know what the trigger says I’ll make new suggestions, It all makes since now. My guess that once the first trigger fires and sets the death counts, your other (unlisted) trigger fires adding custom score for that player. Then there becomes a new lowest custom score and his first trigger is ran too.

I might be wrong of course (wouldn’t be a first) Could you please tell me the trigger you used to convert the deaths to custom score.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-05 at 18:54:54
#-------------------------------------Trigger-------------------------------------
PLAYERS:
Player 1, Player 2, Player 3, Player 4
CONDITIONS:
Command: 'Current Player' commands 'at most' '0' 'Fenix (Dragoon)'.
Switch: 'gogogo' 'is set'.
Switch: 'GT = Survival' 'is set'.
ACTIONS:
Set Score: Modify score for 'Current Player': 'Add' '1' 'Custom'.
Create Unit: Create '1' 'Fenix (Dragoon)' at 'tpLOLOLOL' for 'Current Player'.
Display Text Message: Display for current player: 'You died and were revived.'.
Comment: Comment: 'Revive // Survival'.
Set Deaths: Modify death counts for 'Current Player': 'Set to' '20' for 'Terran Goliath'.
Preserve Trigger: Preserve Trigger.

Ignore the Goliath's death count... that is used for invincibility. (it subtracts deaths, its a zero-wait compatible timer)
Don't worry about the location name. You are randomly resditrubted from there.
There can't be anything wrong with the trigger because you can see the leaderboard during the game and it is all normal.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-05 at 19:06:42
Well I was just wanting to know if it might be firing a lot at the end of the game. I would ask you what gogogo switch is but I got a better point. As long as the players that are not suppose to win don’t see “you died and were revived” message over and over at the end of the game then that trigger is more than likely not the problem. And i guess it wouldn't be possable for even that to happen unless something was removeing the dragon as well. (seems unlikely to me so ill consider something else)
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-05 at 19:08:37
They don't. I've died before. I've already established that isn't the problem. The gogogo Switch is set once the game starts, when any mode is chosen. You can come on B.net (I'm on now in the (U) channel) and I can show you an unlocked copy of the map. The way it appears to me is the trigger that sets deaths for the victory (And defeat for other players) to 2707 is the one not working.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-05 at 20:34:08
In case anyone was wondering MiniMoose and I met on B-net and we figured it out. The problem was the computer player had the lowest custom score and we were not taking that into acount.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-04-05 at 20:37:42
Yeah, I e-mailed KCK at the TNS Map Archive so he can take the old version down and I can resubmit. I'll edit this with an update once the new one it up. Until then, topic closed.
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