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Staredit Network -> UMS Assistance -> Single Occurance Triggers
Report, edit, etc...Posted by Stereo on 2004-08-14 at 15:22:54
So I'm making a UMS map, and for reasons which I have, the more players the better. So I made all 8 players humans. The trouble is, now I can't guarantee that any one player will be in the game the entire time, and I need triggers that will only execute once on certain actions, not once per player.

What options are there for me which will make triggers that only fire once? For now I have them on the force group using a deathcount action to ensure they don't fire multiple times, but is there a better place to put them? Possibly player 12?
Report, edit, etc...Posted by Vindexus on 2004-08-14 at 15:29:25
You cannot make triggers for P12. What triggers do you want to only fire once? Here's what I would do, but I'm pretty sure there's a much easier way, but here it is. In a secluded place of the map, place 8 zerglings for P1, 7 for P2, 6 for P3, etc etc. Then you can add the condition "Current player commands the most Zerglings."
Report, edit, etc...Posted by Stereo on 2004-08-14 at 15:35:19
Basically what I'm doing, is I have ~270 neutral units. I'm using triggers to place the humans randomly but obviously I need it to do all the triggers for one player before it moves on to the next or it would go all foozly and they would end up in a group somewhere. The triggers need to be able to fire a few times, but it has to get through all of them first. Usually I just arrange the triggers in order of firing for a single player and set them off with triggers from other players, using a single shared condition (often a switch) but I have no single player to use.
Report, edit, etc...Posted by Thermo on 2004-08-14 at 16:08:38
You can use the force and have them execute once total if you use switches. Do something like this

Condtion:
Curent Player brings 1 any units to location anywhere
Switch 1 is clear

Action:
Add 1 ore for current player
Set switch 1

Simple idea pretty much when 1 player comes to anywhere it give em 1 mineral and then sets the switch except this can be used in the force to stop multiply executions.

For the next thing where you need to get all the randomizing stuff to fire do a death score for it. You can track what step a player is in by incrimenting the death score and you can find out which player is being randomized by just looking at the death score. Have something that sets a death score then and in the condtions for that trigger have something like All players have at most 0 of that score. Of course once a player is finished you need to set the score back to 0 so ohter players can get setup as well.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-14 at 19:07:33
I think switches are your best bet. Death counters are a waist of effort, you have to specifiy all players and for most triggers there wouldn't be any counting function.

Edit: This is in responce to your first post.
Report, edit, etc...Posted by Thermo on 2004-08-14 at 20:00:31
Fine think more of a "death" switch then since the triggers have to fire for a specific player the death of a certain unit tell the triggers which player to fire for.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-15 at 01:31:50
QUOTE(Stereo @ Aug 14 2004, 02:35 PM)
Basically what I'm doing, is I have ~270 neutral units. I'm using triggers to place the humans randomly but obviously I need it to do all the triggers for one player before it moves on to the next or it would go all foozly and they would end up in a group somewhere.  The triggers need to be able to fire a few times, but it has to get through all of them first. Usually I just arrange the triggers in order of firing for a single player and set them off with triggers from other players, using a single shared condition (often a switch) but I have no single player to use.

I'm not exactly sure of what your doing on this one but have you considered making copies of your triggers. Its very usefull some times to insure that a group of triggers finishes before moveing on. (if you know what your doing of course)
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