Staredit Network -> UMS Assistance -> Coordinate System Problem
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Report, edit, etc...Posted by Chronophobia on 2007-02-09 at 10:21:59

I don't really know how to explain this problem, but anyway, I struck this problem while I was making this grid system, it is built with 10 Locations, Five of them are 2x10 and they are called 1, 2 ,3 ,4 and 5. The others are 10x2 and called A, B, C, D and E.

I've build up it like this:

__1A | 1B | 1C | 1D | 1E__

2A | 2B | 2C | 2D | 2E

3A | 3B | 3C | 3D | 3E

4A | 4B | 4C | 4D | 4E

5A | 5B | 5C | 5D | 5E

Just like every coordinate system I determine each location by two locations, when one marine is brought upon location A(=X) and 1(=Y) it will display message "Effect 1A(=XY)" and set death counter for Zergling by P1 to 1(=X) and P2 to 1(=Y). For each location you walk to the right the P1 count will increase by one to a max of 5 and for each location you walk down P1 will increase by one.

Whenever you walk out from one of the coordinates both the death counts will set to 0 assuming that you reset the location and when you walk into another it will just do the same as you've walked upon the first one.

Well, the problem is that when you walk upon one of the locations and move from it to another location (Unless you move from location 1A to 1B and further into the "1" Row) it won't execute the effect for that location: To display a text that says "Effect XY".

I am posting my map here, so you understand properly if you didn't understand what I just wrote up.

Thanks in advance!

I've build up it like this:

QUOTE

2A | 2B | 2C | 2D | 2E

3A | 3B | 3C | 3D | 3E

4A | 4B | 4C | 4D | 4E

5A | 5B | 5C | 5D | 5E

Just like every coordinate system I determine each location by two locations, when one marine is brought upon location A(=X) and 1(=Y) it will display message "Effect 1A(=XY)" and set death counter for Zergling by P1 to 1(=X) and P2 to 1(=Y). For each location you walk to the right the P1 count will increase by one to a max of 5 and for each location you walk down P1 will increase by one.

CODE

Condition:

Bring(P1, Exactly, 1, Marine, X);

Bring(P1, Exactly, 1, Marine, Y);

Deaths(P1, Exactly, 0, Zergling);

Deaths(P2, Exactly, 0, Zergling);

Action:

DisplayText("Effect XY", 1);

SetDeaths(P1, SetTo, X, Zergling);

SetDeaths(P2, SetTo, Y, Zergling);

PreserveTrigger();

Comment("XY");

Bring(P1, Exactly, 1, Marine, X);

Bring(P1, Exactly, 1, Marine, Y);

Deaths(P1, Exactly, 0, Zergling);

Deaths(P2, Exactly, 0, Zergling);

Action:

DisplayText("Effect XY", 1);

SetDeaths(P1, SetTo, X, Zergling);

SetDeaths(P2, SetTo, Y, Zergling);

PreserveTrigger();

Comment("XY");

Whenever you walk out from one of the coordinates both the death counts will set to 0 assuming that you reset the location and when you walk into another it will just do the same as you've walked upon the first one.

CODE

Condition:

Bring(P1, Exactly, 0, Marine, X);

Bring(P1, Exactly, 0, Marine, Y);

Deaths(P1, Exactly, X, Zergling);

Deaths(P2, Exactly, Y, Zergling);

Action:

SetDeaths(P1, SetTo, 0, Zergling);

SetDeaths(P2, SetTo, 0, Zergling);

PreserveTrigger();

Comment("Off_1A");

Bring(P1, Exactly, 0, Marine, X);

Bring(P1, Exactly, 0, Marine, Y);

Deaths(P1, Exactly, X, Zergling);

Deaths(P2, Exactly, Y, Zergling);

Action:

SetDeaths(P1, SetTo, 0, Zergling);

SetDeaths(P2, SetTo, 0, Zergling);

PreserveTrigger();

Comment("Off_1A");

Well, the problem is that when you walk upon one of the locations and move from it to another location (Unless you move from location 1A to 1B and further into the "1" Row) it won't execute the effect for that location: To display a text that says "Effect XY".

I am posting my map here, so you understand properly if you didn't understand what I just wrote up.

Thanks in advance!

Report, edit, etc...Posted by spinesheath on 2007-02-09 at 10:40:50

165 years until the NEO. Interesting.

About your problem: This is almost exactly the same as what Desperado's thread was about... And there have been better solutions mentioned that would fulfill your needs with a minor modification.

What's wrong with your triggers: Your deaths-conditions for 2A and above simply have the wrong values.

About your problem: This is almost exactly the same as what Desperado's thread was about... And there have been better solutions mentioned that would fulfill your needs with a minor modification.

What's wrong with your triggers: Your deaths-conditions for 2A and above simply have the wrong values.

Report, edit, etc...Posted by JaFF on 2007-02-09 at 10:44:42

And how about making it simpler? Here is a map showing how to detect a unit's coordinates.

Report, edit, etc...Posted by Chronophobia on 2007-02-09 at 10:45:56

Damn, it's so easy to expect the worst when the errors are so simple. Thanks for the assistance!

Also, this system was made for Desperado's assistance, though T-A-R-G-E-T came with a solution before me, therefore I decided to complete it alone.

>> Closing

Also, this system was made for Desperado's assistance, though T-A-R-G-E-T came with a solution before me, therefore I decided to complete it alone.

>> Closing