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Staredit Network -> Portal News -> Trigger Duplicator
Report, edit, etc...Posted by MindArchon on 2006-01-05 at 06:10:09
When I released the original version of Trigger Duplicator back in September, I have to admit, it was not the most useful of programs. However, with Red2Blue's help and support, I have made several updates to it. I have not made any news posts about any updates, but with the new release (today), I would like to enlighten everyone on several key features that may make Trigger Duplicator a slightly more useful program.

If you have no idea what this program is, I suggest you download it and take a look at the manual.

- There were many of you who simply did not understand what this program did due to a horrible readme that I wrote in 1 minute. Red2Blue has actually wrote a GOOD readme, and hopefully this should clear up difficulties.

- Some people wanted the ability to get a trigger that already exists from the map, and use that to duplicate without writing everything out. This has been added in. Its under Trigger Section>View Triggers

- There are now detailed syntax errors. They tell you which trigger number, and which condition/action # the error occured.

- A big problem was that you had to "tailor" your locations in a map editor to Trigger Duplicator. Meaning, placing all the locations in the correct order so the ID's matched. Not anymore! There is now a functional Location Number Editor, where you can move locations up/down to your hearts desire to get them in order for Duplicator to do it's magic. Available under: Options>Modify Location Numbers

- You can now skip certain intervals if you don't want them inserted. For instance, lets say I had some trigger that I wanted 100 copies made, each one with a different location. However, I did not want it to use location 64 (anywhere). You can tell it to skip 64, so it would just insert triggers with the vairable x to 1-63 and 65-100.

- There are now 5 more custom vairables available ($f-$j)

- Numerical equations can be used as spots for unitnames, locationnumbers, just about anything. Things like $x($a)+234 are allowed, making it the ideal generator for EUD related triggers. Check out LegacyWeapon's excellent tutorial here.

Anyway.. Here's The Download Link


[center]UPDATE:

/////////////////////////////////////////////////
V. 0.95b [Jan 6, 2006]
-------------
- Made it write the unit number as an unsigned integer instead of a signed one
/////////////////////////////////////////////////
[/center]
Report, edit, etc...Posted by Kashmir on 2006-01-05 at 19:54:36
First Post!!!!!

Sounds great, I'm probably going to come back to mapping and use this a bit smile.gif
Report, edit, etc...Posted by Rantent on 2006-01-05 at 20:00:21
QUOTE
A big problem was that you had to "tailor" your locations in a map editor to Trigger Duplicator. Meaning, placing all the locations in the correct order so the ID's matched. Not anymore! There is now a functional Location Number Editor, where you can move locations up/down to your hearts desire to get them in order for Duplicator to do it's magic. Available under: Options>Modify Location Numbers
I <3 This!

I can't thank you enough! w00t.gif
Report, edit, etc...Posted by Urmom(U) on 2006-01-05 at 20:00:50
Yay, I was just thinking about this. This program is the best.

One problem, it doesn't do anything when I click Help>Manual (Red2Blue)
Report, edit, etc...Posted by Doodle77(MM) on 2006-01-05 at 20:01:55
w00t full EUD support now!
Report, edit, etc...Posted by LegacyWeapon on 2006-01-05 at 20:28:02
It has had full EUD support ever since its making tongue.gif
Report, edit, etc...Posted by LeeJase on 2006-01-05 at 20:29:03
wow!! that's awsome! That'll save me a lot of time cus i still use x-tra for trigs, though i should learn how to do the typing trigs or w/e smile.gif
Report, edit, etc...Posted by Joshgt2 on 2006-01-05 at 20:46:26
Upgraded from version .93 > .95... When did .94 come out? HAHAHA. This thing is a lot easier to understand now. Nice readme in this! Great Job! biggrin.gif
Report, edit, etc...Posted by Deathawk on 2006-01-05 at 21:03:07
Looks like a big improvement from your first version. Alas, I suck at mapping, and will most likely never use this. sad.gif
Who knows, maybe your program and I will cross paths!
Report, edit, etc...Posted by Doodle77(MM) on 2006-01-05 at 21:28:27
waah still gives me an error with this
Deaths(p8, atleast, $x*65536, 36315);
Deaths(p8, atleast, $x*65536+320, 36315);
sad.gif
Report, edit, etc...Posted by Carlsagan43 on 2006-01-05 at 21:45:45
I think this program would be better off as a scmd2 plugin
Report, edit, etc...Posted by KABOOM on 2006-01-05 at 22:01:56
ok well how would i use this trigger in the program?

Trigger
Description:
lvl 1
Players:
¤ player 6
Conditions:
¤ Switch(lvl 1, Set);
¤ Accumulate(P5, AtMost, 10, Ore);
Actions:
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 1, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 2, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 3, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 4, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 4, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 5, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 6, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 7, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 8, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 8, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 9, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 10, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 11, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 12, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 12, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 14, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 15, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 16, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 16, P6);
¤ SetResources(P5, Add, 1, Ore);
¤ Wait(2000);
¤ PreserveTrigger();
¤ Comment("lvl 1");


The trigger was copied from Starforge ok well i want the switch to change switch x then each level make it Level x unit and so on intil lvl 15
Report, edit, etc...Posted by Mp(U) on 2006-01-05 at 22:17:47
i once heard that the sky is actually green!
Report, edit, etc...Posted by MindArchon on 2006-01-05 at 23:04:56
QUOTE(urmom @ Jan 5 2006, 06:00 PM)
Yay, I was just thinking about this.  This program is the best.

One problem, it doesn't do anything when I click Help>Manual (Red2Blue)
[right][snapback]399420[/snapback][/right]

Just open index.html in the main folder, thats the same manual smile.gif

QUOTE(Moose77 @ Jan 5 2006, 07:28 PM)
waah still gives me an error with this
Deaths(p8, atleast, $x*65536, 36315);
Deaths(p8, atleast, $x*65536+320, 36315);
sad.gif
[right][snapback]399572[/snapback][/right]

The problem is the last field is supposed to be the unit. 36315 isnt a valid unit id or unit string tongue.gif

QUOTE(KABOOM @ Jan 5 2006, 08:01 PM)
ok well how would i use this trigger in the program?




Trigger
Description:
lvl 1
Players:
¤ player 6
Conditions:
¤ Switch(lvl 1, Set);
¤ Accumulate(P5, AtMost, 10, Ore);
Actions:
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 1, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 2, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 3, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 4, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 4, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 5, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 6, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 7, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 8, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 8, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 9, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 10, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 11, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 12, P6);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 12, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 14, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 15, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 16, P7);
¤ CreateUnit(1, Level #1Level #1@@@@@@W..., 16, P6);
¤ SetResources(P5, Add, 1, Ore);
¤ Wait(2000);
¤ PreserveTrigger();
¤ Comment("lvl 1");


The trigger was copied from Starforge ok well i want the switch to change switch x then each level make it Level x unit and so on intil lvl 15
[right][snapback]399614[/snapback][/right]

If you have the map, just open it up then go to Options>Trigger Section>View Triggers.

Then do the for statement, and insert $x into the switch and $x where you want the level smile.gif

Read the manual for more information
Report, edit, etc...Posted by LegacyWeapon on 2006-01-05 at 23:05:54
QUOTE(MindArchon @ Jan 5 2006, 11:04 PM)
The problem is the last field is supposed to be the unit. 36315 isnt a valid unit id or unit string tongue.gif
[right][snapback]399646[/snapback][/right]
Nice way to support EUDs closedeyes.gif
Report, edit, etc...Posted by MindArchon on 2006-01-05 at 23:18:43
QUOTE(LegacyWeapon @ Jan 5 2006, 09:05 PM)
Nice way to support EUDs closedeyes.gif
[right][snapback]399648[/snapback][/right]


Unit ID is an integer smile.gif
Report, edit, etc...Posted by Red2Blue on 2006-01-06 at 00:59:28
Har har. 0.94 actually did come out. It was out there for a short while too. It was beautiful it was. You should have seen it during its way eariler stages... now its way better and improved and has a bunch of cool options! Oh my!

Eud support owns.

Hey rantent. *HIGH FIVE!* Yea baby! Finally a location number mover! OMG ITS THE BEST THING IN THE WORLD! I CAN DUPLICATE VERY EASY NOW! OH YES! YES! YES! Im learning the art of making an entire map in Trigger Duplicator. It will be interesting. =)
Report, edit, etc...Posted by KABOOM on 2006-01-06 at 01:21:59
man i just wana tap that ass to bad its anime sad.gif anyways i hope its all that greet because i hate coping triggers because most maps your just duplicating triggers to make it work for all players.
Report, edit, etc...Posted by Red2Blue on 2006-01-06 at 05:27:36
Would there be any other reason why I have a sig like that?

Duplicator is getting a name for itself being a very useful program. Unique, one of a kind.
Report, edit, etc...Posted by LegacyWeapon on 2006-01-06 at 06:29:28
QUOTE(MindArchon @ Jan 5 2006, 11:18 PM)
Unit ID is an integer smile.gif
[right][snapback]399656[/snapback][/right]
Integers in SC are unsigned. They range from 0 to 65535 rather than -32768 to 32767.
Report, edit, etc...Posted by Doodle77(MM) on 2006-01-06 at 17:49:05
QUOTE(MindArchon @ Jan 5 2006, 11:04 PM)
The problem is the last field is supposed to be the unit. 36315 isnt a valid unit id or unit string tongue.gif
[right][snapback]399646[/snapback][/right]

Yes it is, units are 0-65535, they're stored as an unsigned short right?
Report, edit, etc...Posted by MindArchon on 2006-01-06 at 18:40:23
QUOTE(LegacyWeapon @ Jan 6 2006, 04:29 AM)
Integers in SC are unsigned. They range from 0 to 65535 rather than -32768 to 32767.
[right][snapback]399840[/snapback][/right]


Well you have to show me sometime how to dim an unsigned integer smile.gif
Report, edit, etc...Posted by Silent117 on 2006-01-06 at 19:13:52
Nice...keep up the good work
Report, edit, etc...Posted by Doodle77(MM) on 2006-01-06 at 20:27:05
QUOTE(MindArchon @ Jan 6 2006, 06:40 PM)
Well you have to show me sometime how to dim an unsigned integer smile.gif
[right][snapback]400235[/snapback][/right]

I dont know VB
in C++ its as easy as
CODE
unsigned short thisvariable
Report, edit, etc...Posted by MindArchon on 2006-01-06 at 20:27:57
I figured it out. VB is dumb

Anyway..
UPDATE:[center]

/////////////////////////////////////////////////
V. 0.95b [Jan 6, 2006]
-------------
- Made it write the unit number as an unsigned integer instead of a signed one
/////////////////////////////////////////////////[/center]
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