Staredit Network

Staredit Network -> UMS Assistance -> Doors acting funny
Report, edit, etc...Posted by rockz on 2007-01-07 at 02:24:48
Okay, I have a civ next to the doors to open/close. If I open them, they open fine. If I move back to close them, they close/then open back up again (I guess open twice or something). If I then open them again, nothing happens, and If I close them, they close two times. Then that cycle repeats itself.

These are before the hyper triggers, though I haven't tried moving them below the hyper triggers.

Hopefully people can understand SCMDraft enough.

Trigger("Player 1"){
Conditions:
Bring("Player 1", "Terran Civilian", "Open Main", Exactly, 1);
Deaths("Current Player", "Map Revealer", At least, 0);

Actions:
Set Deaths("Current Player", "Map Revealer", Set To, 1);
Set Doodad State("Player 1", "Left Pit Door", "Main Gate Left", disabled);
Set Doodad State("Player 1", "Right Pit Door", "Main Gate Left", disabled);
Set Doodad State("Player 1", "Right Upper Level Door", "Main Gate Left", disabled);
Set Doodad State("Player 1", "Left Upper Level Door", "Main Gate Left", disabled);
Set Doodad State("Player 1", "Left Pit Door", "Main Gate Right", disabled);
Set Doodad State("Player 1", "Right Pit Door", "Main Gate Right", disabled);
Set Doodad State("Player 1", "Right Upper Level Door", "Main Gate Right", disabled);
Set Doodad State("Player 1", "Left Upper Level Door", "Main Gate Right", disabled);
Preserve Trigger();
Comment("Open Main Gate Left\r\n");
}

//-----------------------------------------------------------------//

Trigger("Player 1"){
Conditions:
Bring("Player 1", "Terran Civilian", "Open Main", Exactly, 0);
Deaths("Current Player", "Map Revealer", At least, 1);

Actions:
Set Deaths("Current Player", "Map Revealer", Set To, 0);
Set Doodad State("Player 1", "Left Pit Door", "Main Gate Left", enabled);
Set Doodad State("Player 1", "Right Pit Door", "Main Gate Left", enabled);
Set Doodad State("Player 1", "Right Upper Level Door", "Main Gate Left", enabled);
Set Doodad State("Player 1", "Left Upper Level Door", "Main Gate Left", enabled);
Set Doodad State("Player 1", "Left Pit Door", "Main Gate Right", enabled);
Set Doodad State("Player 1", "Right Pit Door", "Main Gate Right", enabled);
Set Doodad State("Player 1", "Right Upper Level Door", "Main Gate Right", enabled);
Set Doodad State("Player 1", "Left Upper Level Door", "Main Gate Right", enabled);
Preserve Trigger();
Comment("Close Main Gate Left\r\n");
}

//-----------------------------------------------------------------//

Report, edit, etc...Posted by in_a_biskit on 2007-01-07 at 03:24:21
The death count condition in the first trigger should be "At most" or "exactly" rather than "At least"?
Report, edit, etc...Posted by fritfrat(U) on 2007-01-07 at 10:47:29
At least works the same as exactly in this case, biskit..

Long story short: Doors suck. Try closing only 1-2 at a time if you really want to, that might fix it, but the bottom line is that doors do simply just suck and don't act right all the time.
Report, edit, etc...Posted by rockz on 2007-01-07 at 13:29:00
I wanted to try the alternative of just moving buildings there, not controlled by the player, which would allow anyone who is standing in the door to actually block it from closing...

I'm going to try one more thing.

Instead of having these death counters in the trigger (and thus saving lots of space), I'll have them in their own trigger, and maybe that will help.

Bah I'm an idiot. I didn't even check back. Biskit's suggestion should work. I have "At least 0" in that first trigger, stupid me.

And the first time I tried it it worked perfectly. This way sure works a whole lot better than what I was planning on doing.
Report, edit, etc...Posted by fritfrat(U) on 2007-01-07 at 13:34:33
One more suggestion I may suggest is to try just making a chain of triggers (easy with dcs) where you close 1 door per trigger cycle. This of course is done by having the lowest/first dc trigger on the bottom of the trigger order and the highest/last door on the top.

EDIT: Saw your edit.. forget this if it works anyways wink.gif
Report, edit, etc...Posted by JaFF on 2007-01-07 at 14:20:46
On a related note:
fritfrat, I had a problem with doors also. And from what I understood, they act like that if you order a door to open/close several times while it's in the process of opening/closing.
Report, edit, etc...Posted by Falkoner on 2007-01-07 at 18:00:41
All you have to do is set a switch when it is told to open/close, so the game doesn't try to close/open it again while it is half way through closing/opening.
Report, edit, etc...Posted by rockz on 2007-01-07 at 19:17:25
Which is what I did, its just that the first trigger had the wrong condition.
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