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Staredit Network -> UMS Assistance -> Hero Map. Respawn Trigger Prob..
Report, edit, etc...Posted by AIIiance on 2006-11-24 at 01:15:24
I'm making a nice Hero Map. I'm almost finished BETA. All i need to do is make the respawning trigger but im having a lot of probs. Heres what I tried.

CONDITIONS

Player 1 Commands at least 0 "MasterChief"
Elapsed Scenario time is "at least 5 seconds"

ACTIONS

Wait 20,000 milisecons
Create 1 "Masterchief" at "Player 1 Red Spawn" for "Player 1"
Preserve Trigger

When I do that... It keeps spawning every 20,000 milisecs...
But if I don't preserve it, as you know it, it'll respawn once...
So if the hero dies twice, it wont respawn ermm.gif

There must be something I'm doinf terribly wrong... And I promised my friends I'd be finished soon. Thanks.!

Heres a lil' pic of when I tried the 1st time. (File Attach.) [attachmentid=21785]
Report, edit, etc...Posted by DemonicDragon on 2006-11-24 at 03:28:12
Switch the "at least 0" to "exactly 0".

The way you have your condition set up at the moment, it's saying that as long as the player has zero or more "Master Chiefs" then run the actions.
Report, edit, etc...Posted by AIIiance on 2006-11-24 at 08:54:52
QUOTE(DemonicDragon @ Nov 24 2006, 03:28 AM)
Switch the "at least 0" to "exactly 0".

The way you have your condition set up at the moment, it's saying that as long as the player has zero or more "Master Chiefs" then run the actions.
[right][snapback]593945[/snapback][/right]


Alright everthing works... i'll up the map soon tongue.gif Hero Wars 0.6 so Far biggrin.gif
Report, edit, etc...Posted by Ahli on 2006-11-24 at 10:34:49
you should use 10 times wait(2000)
because if u have that trigger for other players, too, u will have waitblocks.
... then u may have to wait much longer till the hero respawns....
Report, edit, etc...Posted by green_meklar on 2006-11-24 at 10:58:20
Yes, it's the 'at least' that's the problem. Personally I always use 'at most' for a zero detector condition, but 'exactly' works too. 'At least' is the one that doesn't work.
Report, edit, etc...Posted by AIIiance on 2006-11-24 at 13:45:06
And also. Ever 3 kills, I want a civ to appear... I use the old fashion way...

Ex

CONDITION
Player 1 Kills "exactly 3" "Any Unit"

ACTION
Create 1 "Chooser" at "Player 1 Red Generate Civ" for "Player 1"

and then make another trigger for 6 kills, 9 kills.... and so on.. For every player...
Is there a shorter way!?!? helpsmilie.gif

Report, edit, etc...Posted by Urmom(U) on 2006-11-24 at 15:01:01
Current Players kill score is at least 1
-----
set score for current player: set to 0 for score
set deaths for current player: add 1 for cave
preserve trigger

Current player has suffered at least 3 deaths of cave
-----
set deaths for current player: subtract 3 for cave
create 1 civilian
preserve trigger

Make sure you also have hypertriggers in your map for this.
Report, edit, etc...Posted by DemonicDragon on 2006-11-24 at 15:59:49
Make sure to add the Hypertriggers to a player that doesn't need to use "wait" actions. Waits + Hypertriggers = ...Hold up, I'll get back to you later.
Report, edit, etc...Posted by fritfrat(U) on 2006-11-24 at 16:04:49
...wait blocks, demonic?

And note that Urmom's stated method is only 95% accurate or so. Unless really you need it perfect for some reason, it should do.
Report, edit, etc...Posted by AIIiance on 2006-11-24 at 19:20:50
The thing is, all players have wait actions ... (for the respawn count) i tried putting in HT anyways (bad idea) and i had to take it out cause as you know it, timers took for ever.. (wait blocks!) Right now im with the basic :

Player 1 Score is at least 1

Set Score for Player 1 to 0
Create 1 Civ at Location
Preserve Trigger

Too basic.. don't like it ... And i dont wanna do 15 Triggers.... for just 1 player since the Civs Generate in seperate areas.... This maps getting kinda complicated.. But i hope it'll be worth it in the end... argh... ranting.gif
Report, edit, etc...Posted by DemonicDragon on 2006-11-24 at 22:32:49
fritfrat, I was making a poor attempt at humor...

Kinda like that old question, "How do you keep an idiot in suspense? I'll tell you later."
Report, edit, etc...Posted by Ahli on 2006-11-25 at 07:13:24
make 1 area where u create the civs for every player and then move them to the custom area....
-> create in civpool
-> move to civp1, move to civp2, ....
Report, edit, etc...Posted by CheatEnabled on 2006-11-25 at 15:36:04
For respawns, you should use death-counters. Waits often get disrupted by unforseen problems. Also, with Death-counters, you could add how long time of the respawn was left. Like player 1 has 10 deaths of terran science facility: display text message: 10 seconds of spawning process left. Just remember that it takes exactly 1 second to remove 1 death-counter.
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