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Staredit Network -> UMS Assistance -> Trigger that usually works...isn't
Report, edit, etc...Posted by AndreX on 2004-04-26 at 12:41:17
Hey. This is my first post ever, so go easy on me, boys.

What I'm trying to do is have a beacon that, when the player steps on it, removes the original unit and creates a marine right there. Easy, right? Yes it is! I've done it a million times on plenty of other maps. However, for some reason, on this one map its not working.

It looks like this:

-----
Trigger For:
Player 1.

Conditions:
Player 1 brings 1 men to 'marine.'
Switch 'One' is set.

Actions:
Clear 'One.'
Remove all men for player 1 at 'marine.'
Create 1 marine for player 1 at 'marine.'
Preserve trigger.
-----

Elsewhere there is a trigger that sets the switch 'One' back to the set position.

This trigger in this exact format has worked for me countless times. I don't get it.
I've checked all the other triggers trying to see if another one is flipping some switches that it shouldn't be or something, but I can't find anything. Very bizzare.

I'm using Emerald Staredit; it's nothing fancy.
Any ideas or help would be greatly appreciated.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-26 at 13:02:00
Trouble shoot the following:
- Check if you are player 1.
- Check if 'The one' is actually set.
- Check if there isn't any other triggers running with a wait for that player.
Report, edit, etc...Posted by .Coko[CK] on 2004-04-26 at 13:29:18
I really wouldn't use Emerald, try SCF and download X-Tra Editor 2.5 or 2.6, much better.

Also i would work it this way.

Trigger For:
Player 1.

Conditions:
Player 1 brings 1 men to 'marine.'
Switch 'One' is set.

Actions:
Clear 'Switch One.'
Remove all men for Player 1 at 'marine.'
Create 1 marine for Player 1 at 'marine.'
Wait 5000 Milliseconds
Set Switch One
Preserve trigger.

That saves on triggers, and so works. Also try replacing Switches with this.

Condition:
Replace Switch One is Set With;
Deaths For Player 1 (Mineral Patches 1) is 1
Action:
Replace Switches With Player 1 (Mineral Patches 1) and Set to 0
The Other Actions
Wait SO AND SO...
Replace Switches With Player 1 (Mineral Patches 1) and Set to 1

- Coko
Report, edit, etc...Posted by AndreX on 2004-04-26 at 13:35:51
Thanks guys.

Very odd. I added a trigger like this:

-----
For:
Everyone

Conditions:
Always

Actions:
Set switch 'One.'
-----

After I added this, everything worked. The weird thing is, there are other switches used in the map for different things, and all of them work without being set initially like this one. Weird.

Thanks again.
Report, edit, etc...Posted by Yoshi da Sniper on 2004-04-26 at 13:52:59
Try to disable the condition in your orginal trigger for a need of 'the one' trigger. Then try it again.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-26 at 16:22:58
QUOTE(AndreX @ Apr 26 2004, 12:35 PM)
Thanks guys.

Very odd. I added a trigger like this:

-----
For:
Everyone

Conditions:
Always

Actions:
Set switch 'One.'
-----

After I added this, everything worked. The weird thing is, there are other switches used in the map for different things, and all of them work without being set initially like this one.  Weird.

Thanks again.

Switches Start the game cleared. So for your trigger to fire you need to set the switch first.

There might of been a problem with the trigger that sets the switch (if you had one)
Report, edit, etc...Posted by dashrike on 2004-04-26 at 17:22:03
Heh this is funny I've prob learned more from other people asking questions that from mine... biggrin.gif
Report, edit, etc...Posted by .Coko[CK] on 2004-04-27 at 13:07:44
QUOTE(dashrike @ Apr 26 2004, 04:22 PM)
Heh this is funny I've prob learned more from other people asking questions that from mine... biggrin.gif

Please explain what you mean, i cannot understand what you are trying to say at all...
I prefer my method, through a death count, though it can sometimes run slower, it is almost flawless! Especially if you use units that cannot possibly be killed in your game.

Also i think the death count of units has still not been fully used by map-makers, maps where the death count is of importance towards events and maybe in this World of Starcraft, it effecting people's or NPC's attitude towards you, of course, through trigger manipulation.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-04-27 at 13:36:41
I use death counters all the time, My map Time Up bound uses more than 30 of them.
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