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Staredit Network -> UMS Assistance -> Respawn problem (Bounds)
Report, edit, etc...Posted by Zeph on 2006-02-21 at 18:31:08
When I die on the first level, I respawn perfectly.
When I die on the second level, I respawn back in the first area.
Does anyone know why?

These are my respawn triggers:


Condition:
Command(CurrentPlayer, Exactly, 0, Zergling);
Score(CurrentPlayer, Custom, AtLeast, 1);
Switch(Switch 1, Set);


Action:
CreateUnitWithProperties(1, Zergling, Start1, CurrentPlayer, 1);
SetScore(CurrentPlayer, Subtract, 1, Custom);
PreserveTrigger();
Comment("Respawn 1");


Respawn 2 is exactly the same, execpt for the Switch and comment.
My triggers for the first level are:


"1a"
Condition:
Deaths(CurrentPlayer, Exactly, 0, Ursadon);
Switch(Switch 1, Clear);


Action:
61 other actions
PreserveTrigger();
Comment("1a");
SetSwitch(Switch 1, Set);


"1b"
Condition:
Deaths(CurrentPlayer, Exactly, 0, Ursadon);
Switch(Switch 1, Set);


Action:
Some other actions
SetSwitch(Switch 1, Clear);
PreserveTrigger();
Comment("1b");


Now for level two I have this:

"2a"
Condition:
Bring(Force1, AtLeast, 1, Zergling, Start2);


Action:
SetDeaths(CurrentPlayer, SetTo, 1, Ursadon);
SetSwitch(Switch 2, Set);
Comment("2a");


"2b"
Condition:
Deaths(CurrentPlayer, Exactly, 1, Ursadon);
Switch(Switch 2, Set);


Action:
Some actions
PreserveTrigger();
Comment("2b");
Report, edit, etc...Posted by joker2kill on 2006-02-21 at 22:22:17
QUOTE(Zeph @ Feb 21 2006, 03:31 PM)
When I die on the first level, I respawn perfectly.
When I die on the second level, I respawn back in the first area.
Does anyone know why?

These are my respawn triggers:


Condition:
Command(CurrentPlayer, Exactly, 0, Zergling);
Score(CurrentPlayer, Custom, AtLeast, 1);
Switch(Switch 1, Set);


Action:
CreateUnitWithProperties(1, Zergling, Start1, CurrentPlayer, 1);
SetScore(CurrentPlayer, Subtract, 1, Custom);
PreserveTrigger();
Comment("Respawn 1");



it looks to me that this trigger is interfearing with the other one, becasue when you die you have 0 zergling anyways so it doesnt matter where you put the trigger, it will always effect if they have 0 zergling.
EX.

You die on LVL 1, repawn at lvl1 respawn, because you have 0 zergling

You die on LVL 2, respawn at lvl1 respawn, because you once again have 0 zergling.

I am not a bound maker, but i would advise opening up a bound and looking at it's triggers, or ask the creator to give you an unrotected version of it, to find out the right trigger that will not overlap.
Report, edit, etc...Posted by Zeph on 2006-02-22 at 00:14:09
That's the triggers I've always used, though.
I'm thinking I went wrong because I switch how I did the exceding 64 actions.
Report, edit, etc...Posted by whiteninja2 on 2006-02-22 at 03:57:11
its because you didnt cleared "switch 1" in your triggers.
i think that would fix it
Report, edit, etc...Posted by Dada on 2006-02-22 at 14:36:02
Ok I hope I say this right.....

Have one set of Triggers say;


Players *Whatever they are for*

Action:
Current Player commands exactly 0 Zergling

Condition:
*If Lifes* Minus 1 Score for current player.
Display text *If you want*
Create 1 Zergling for current Player at Location *Name of Location for First Ob.
Perserve Trigger
Comment (Death)


Now When they get to a new Ob. Do this Trigger.

Action:
When Current Players bring at least 1 Zergling to location *Name of location for next Ob spawn*

Condition:
Move Location *Name for Ob 1* To Location *Name for Ob 2*
Perserve Trigger
Comment (Level 2 Spawn)

Hope it works if not thats all i can do for you.
Report, edit, etc...Posted by Zeph on 2006-02-22 at 16:50:55
Thanks, Dada. But I decided to go with the old method of respawn...
Using a Spidermine tongue.gif

ADDITION:
Locking the topic, thanks.
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