Staredit Network

Staredit Network -> UMS Assistance -> Making an Anti-Camp Trigger / Something?
Report, edit, etc...Posted by Vampiir on 2007-01-19 at 22:55:06
yeah... my idea so far, cuz i cant come up with anything else is... make a trigger near the spawns that will kill enemy units that enter there... EXCEPT a certain type (This would be the best method where it only kills specific type) but I dont know how, cuz im using text, and not a simple editor. So can someone just quickly sum it up for the conditions and the actual trigger? Thanks!

Edit - Also How do you ENABLE / Disable a skill on a certain unit?
Report, edit, etc...Posted by Falkoner on 2007-01-19 at 23:00:20
The conditions would be, If (player that you don't want to camp) brings 1 men to "camping" and switch "camping" is set.


When they first enter there, you wait for a certain amountof time, then set the switch, then if their unit is still there, it dies.
Report, edit, etc...Posted by Vampiir on 2007-01-19 at 23:08:12
Can you be MORE specific? i mean, i need a trigger that KILLS specific units, with a message if they enter the zone. Cuz i dont want all units that enter to die...
Report, edit, etc...Posted by Falkoner on 2007-01-19 at 23:11:34
I know, so when you set the switch you also warn them that they are camping, that way they have time to get out, oh and i forgot to add that if he brings 0 units there and the switch is set to clear it.
Report, edit, etc...Posted by Vampiir on 2007-01-19 at 23:19:02
Wow thats confusing as f*ck man... I suck at triggers, trying to learn them...

This is a noob question, but what are switches? How do I use them? and seriously, you could atleast be orderly...

1. Condition is <Something>
2. Players
3. So on...

like tell me what YOU would do if you made a trigger like that... and what switch and whatnot...
Report, edit, etc...Posted by Falkoner on 2007-01-19 at 23:23:25
Okay, here would be the trigger:


Trigger
Description:
Warning
Players:
¤ Player 8
Conditions:
¤ If Player 8 brings 1 Cat to location "Camping"
¤ Switch "Camp" is cleared
Actions:
¤ Display message: Warning: You are camping, get away!
¤ Wait 5000 milliseconds
¤ Set Switch "Camp"
¤ Preserve Trigger



Trigger
Description:
Player 8 brings 0 Cat to "Camping
Players:
¤ Player 8
Conditions:
¤ Player 8 brings 0 Cat to "Camping"
¤ Switch "Camp" is set
Actions:
¤ Clear switch "Camp"
¤ Preserve Trigger



Trigger
Description:
Teleporting Away
Players:
¤ P8
Conditions:
¤ Switch "Camp" is set
¤ P8 brings 1 Cat to "Camping"
Actions:
¤ Teleport all men for P8 at "Camping" to "Camping Move"
¤ Clear switch "Camp"
¤ Preserve Trigger



There, this trigger will warn them if they get close, wait 5 seconds, then if they are still there it will teleport them away. And if they leave the area then the timer gets reset when they come back.

ADDITION:
A switch is a way to make conditions easily with triggers without taking up space. So you can set, clear, toggle, and randomize switches, toggle will make ti the opposite, so a toggled set switch would become cleared, and a randomized switch will randomely be cleared or set, and the other 2 explain themselves.
Report, edit, etc...Posted by Vampiir on 2007-01-19 at 23:25:35
Omg thats so useful, THANK YOU!!!
Report, edit, etc...Posted by PCFredZ on 2007-01-19 at 23:34:21
Vampiir, there's a much simpler way that does not use Wait actions.


Trigger
Description:
Counting
Players:
¤ Player 8
Conditions:
¤ Current player brings 1 Cat to location "Camping"
Actions:
¤ Set deaths for Current Player: Add 1 for Rhynadon (or pick some other unit you're not using)
¤ Preserve Trigger



Trigger
Description:
Reset counting
Players:
¤ Player 8
Conditions:
¤ Current Player brings 0 Cat to "Camping"
¤ Current player suffers at least 1 death for Rhynadon
Actions:
¤ Set deaths for Current Player: Set to 0 for Rhynadon
¤ Preserve Trigger



Trigger
Description:
Teleporting Away
Players:
¤ P8
Conditions:
¤ Current Player suffers at least 60 deaths for Rhynadon
Actions:
¤ Teleport all men for P8 at "Camping" to "Camping Move"
¤ Preserve Trigger


Using 60 deaths is assuming that you have Hyper Triggers. Since 12 deaths are added per second under the presence of Hyper Triggers, 5x12=60 deaths.
Report, edit, etc...Posted by Vampiir on 2007-01-19 at 23:46:01
Niice!! ok i got a question, for the second trigger, where the reset counting is, brings ATLEAST 0 units, or what?

Actually, id like to know, if I wanted to kill the units that are brought there, to the location, do I do kill all [anyunit] at that location trigger? or would I have to specify those units AGAIN? or do _ this little thingy thats available there? There is also a * star thingy, do I choose that? Cuz i want it to kill units I specified from the conditions...
Report, edit, etc...Posted by Falkoner on 2007-01-20 at 09:53:11
Then you specifically tell it to kill each of the units using the kill unit at location, but if they have 2 of that unit the other one might get killed.

Oh, thanks PCFredZ for tellinghim the death counter way, I did see that flaw in my way that the wait wouldn't be able to be stopped, thanks.

Oh, and for your second question, go to Player->Settings then you can decide number of upgrades, whether they can build a unit or not, and what upgrades and spells the unit can have or starts with
Report, edit, etc...Posted by Vampiir on 2007-01-20 at 10:24:21
I dont understand... What do you mean "counter" couldnt be stopped? and if I do it his way, it will work better? how?

Edit - Why 1 rhynadon? why is it that number? im a lil confused, sry... I want them KILLED and not teleported away lol... with a warning...
Report, edit, etc...Posted by Falkoner on 2007-01-20 at 10:32:25
My way wouldn't of worked because you cannot tell a wait to stop, but you can set a death counter wait back to 0, thereby stopping it.

If you want to kill it then simply replace our teleporting trigger with a kill units at location trigger.

The rhynadon is used as a unit for the death counter because I am guessing it isn't used in your map so it being killed couldn't interfere with the death counters.
That number is used, I think he was thinking you were using hypertriggers. From all your other posts. With hypertriggers the trigger that adds one death count will fire 12 times per second, so it will take 10 seconds for the death counter to reach 120 and get rid of the camper. If you are not using hypertriggers it would be one death counter for every 2 seconds.
Report, edit, etc...Posted by Vampiir on 2007-01-20 at 10:39:08
Ok il use death counters... so you cannot reset wait counter heh? Ok i do it his way then... but is this ok? This is my kill trigger

CODE

Bring(Force1, AtLeast, 1, F-22 $100, Anti-Camp Fire);
Switch(Anti Camp, Set);

KillUnitAt(All, F-22 $100, Anti-Camp Fire, Force1);
SetSwitch(Anti Camp, Clear);
PreserveTrigger();


Kill All, that means all of that unit in that area correct?
Report, edit, etc...Posted by Falkoner on 2007-01-20 at 10:44:17
Yes, kill all units in that location, very good.
Report, edit, etc...Posted by Vampiir on 2007-01-20 at 10:46:49
Ok i got a problem... im making a trigger for every ONE unit... do I have to do it this way? or can I just put them all into one trigger? cuz i got about 10 units, thats 3 triggers, thats 30 triggers, per each force, thats 60 total...
Report, edit, etc...Posted by Falkoner on 2007-01-20 at 10:51:09
Well, you can use men if you want to, but that would kill any units there, so if you don't want to kill a certain unit then you have to specify which one it is, or you can always teleport any units of it away before you kill anything else.
Report, edit, etc...Posted by Vampiir on 2007-01-20 at 10:52:45
Ok so in other words, yes... goodie, cuz i just finished force 1 triggers, reason im having it specific is, i dont want the flag carrier to get killed or whatnot...

Also will the rhynadon counter interfere with the leaderboard?
Report, edit, etc...Posted by Falkoner on 2007-01-20 at 11:01:50
It shouldn't, if you don't want it to then make the deaths for an unused player, like player 9.
Report, edit, etc...Posted by Vampiir on 2007-01-20 at 11:04:28
Okie, thanks for your help, very much! Now I need to change all my triggers... *sigh* this will take a while lol

Edit - Wait a second... but how do I warn them?? I want to warn them using the other trigger... by PC
Report, edit, etc...Posted by PCFredZ on 2007-01-20 at 11:13:22
QUOTE(Vampiir @ Jan 20 2007, 10:04 AM)
Okie, thanks for your help, very much! Now I need to change all my triggers... *sigh* this will take a while lol

Edit - Wait a second... but how do I warn them?? I want to warn them using the other trigger... by PC
[right][snapback]615848[/snapback][/right]

Right now the "60 deaths" designates the 5-second mark when the Anti-Camp procedures (move or kill) are carried out. If you create another trigger with something like "30 deaths" to display a text message warning, the warning will be display in half the time, or about 2.5 seconds.

Forget about switches, you don't need them when you have Death Counts.
Report, edit, etc...Posted by Vampiir on 2007-01-20 at 12:38:41
ADDITION:
Ok i know this is double post, but I got a quick question...

Instead of "Current Player Suffers LALA" can it be "Force 1" instead of current player?

And i got a question AGAIN...

Is this the way the trigger should be? As for the first part?

Bring(Force1, AtLeast, 1, F-22 $100, Anti-Camp Fire);

DisplayText("Camping is NOT allowed! Leave this area or die!", 4);
PreserveTrigger();
SetDeaths(Force1, Add, 1, Ragnasaur);

That ok?
Report, edit, etc...Posted by PCFredZ on 2007-01-20 at 13:06:22
QUOTE(Vampiir @ Jan 20 2007, 11:38 AM)
Instead of "Current Player Suffers LALA" can it be "Force 1" instead of current player?

It looks like you're trying to simplify the triggers for multiple players, but that's not the right way to do it. Under the Players tab (NOT the conditions or actions), check "Force1" instead of "P1 P2 P3" etc separately. Then use "Current Player" for the condition. This will make the trigger run correctly for each player on Force 1.

QUOTE
Is this the way the trigger should be? As for the first part?

Bring(Force1, AtLeast, 1, F-22 $100, Anti-Camp Fire);

DisplayText("Camping is NOT allowed! Leave this area or die!", 4);
PreserveTrigger();
SetDeaths(Force1, Add, 1, Ragnasaur);

That ok?
[right][snapback]615861[/snapback][/right]

Change Force1 to Current Player and change the Players tab to check "Force1" (just like the comment I made above). Also, make the death higher than one. E.g. 30. Otherwise the player will see the warning the second he steps into the anti-camp area. To prevent the message from displaying nonstop ("flooding"), use "Exactly" instead of "At least".
Report, edit, etc...Posted by Vampiir on 2007-01-20 at 13:08:05
Oh man! thanks a lot dude! I appreciate it.. now the crapty part is, i gotta go thru 100 triggers to fix that... l0l

isnt there a faster way of editing triggers?? errggg
Report, edit, etc...Posted by Falkoner on 2007-01-20 at 13:44:46
Well, if you are planning on having exactly the same triggers for each player, like shop triggers, you can simply copy it in the text and use find and replace in a word proccessor to find all the P1's and replace them with P2. It works quite well.
Report, edit, etc...Posted by Vampiir on 2007-01-20 at 13:55:32
What happened to select all, change all? And what about, change 1 trigger variable, change all? damnit lol...
Next Page (1)