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Staredit Network -> UMS Assistance -> Triggers Confusing Me!
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-14 at 22:25:25
I am a noob mapmaker, i have started to make a bound map...but i need only help on the triggers. Will somebody please help me on this bound map? Thanks
Report, edit, etc...Posted by Vindexus on 2004-08-14 at 22:51:22
QUOTE
When making a new topic for help, the topic title should be about your problem and not about "I need help" or "I don't get this". Your topic WILL be deleted if it doesn't have a discriptive title!


At the top of the page, avoid doing that again.

What exactly is your problem?

After looking at your trigger I see a couple problems.

1. You have the trigger owned by Force 1, this will create problems because the trigger will fire once for each player. So instead of create 1 unit for P8, it will create 1 unit for each human player in the game. Change this trigger so that it is owned by P8

2. You don't have any actions killing the Dragoons. Change "Kill all any unit for Current Player at Location" to Kill all any unit for All Players at Location"
Report, edit, etc...Posted by greenreaper on 2004-08-14 at 23:13:13
Maybe you should start working on another type of map besides a bound.....to understand all the conditions/actions and waht they do..
Report, edit, etc...Posted by Chill on 2004-08-14 at 23:21:59
Just look at the version that exile gave you. Not the best way to do it but its easy and it works. smile.gif
Report, edit, etc...Posted by eXile5 on 2004-08-14 at 23:30:23
Yeah yeah. We all know it sucks. ;\

But atleast he has an idea of it now.
Report, edit, etc...Posted by Chill on 2004-08-14 at 23:40:30
Ive got nothing better to do(moose baned us all from op staredit.net) so ill try to figure out why its making 3 of everything.

EDIT: figured it out! there are 3 of each trigger lol. also you only need like 3 hypers, and you should make the hypers for a comp not a human. and the way you set up the bound is kinda screwy in general... its alot easyer to make a bigger location around the whole level to kill the 'goons instead of having individual actions for each time and location.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-15 at 01:27:21
Do what Vindexus said to do,
Ignore Chill's last post.
Report, edit, etc...Posted by Screwed on 2004-08-15 at 01:33:17
Don't expect your first map to be extremely good...
Everybody starts somewhere ^__^
Good Luck, welcome to Staredit Network ! We'll help you!

These peeps may sound experienced.. but click the link too see people's first maps ^__^

http://www.staredit.net/index.php?showtopic=3833&st=0
Report, edit, etc...Posted by Roaring Emu on 2004-08-15 at 03:49:50
Come on man... Don't eat all of the Ice Cream at once, you'll pay for it... Save the boundz for Xperts SC people. People not like me. But if you insist keep at it :whip:
Report, edit, etc...Posted by Staredit.Net Essence on 2004-08-15 at 07:37:45
Ok, thanks to everyone who helped me out. I didn't expect so many people to reply. And I still hate you Chill. wink.gif. And oh yes Roaring Emu I will keep working on this bound, I will not leave it to the experts. Who knows? People may still like it. smile.gif
Report, edit, etc...Posted by Chill on 2004-08-15 at 12:58:29
QUOTE
Do what Vindexus said to do,
Ignore Chill's last post.


I was talking about the one that exile edited

QUOTE
2. You don't have any actions killing the Dragoons. Change "Kill all any unit for Current Player at Location" to Kill all any unit for All Players at Location"


Thats just a waist of time, if you have a larger location around the whole level(or you could use 'anyware' if you dont need goons alive anyware else) to kill the goons. That way you dont need to make extra triggers for killing the goons at the individual locations(unless you use kill all like he said). But if you use kill all then it will quite simply kill all the units owned by that player at that location, making traps like that one you showed me with the keys impossable. Just make the conditions for killing the goons always(or you could use switch state or death counter[recomended]) and it saves you time and trouble. My way is easyer, faster, and over all better. sly.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-15 at 13:31:10
Its not better in the slightest. The same triggers will kill the bounders units no matter where they are in the obstical. Or if your a little more sightfull, your restricted to createing a whole new system to detect the units pressence before is killed. Even if you can do it correctly (doubtfull) it is not something to suggest to a beginner mapmaker.
Report, edit, etc...Posted by Chill on 2004-08-15 at 13:33:31
bolt head, did you even read what i posted?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-15 at 13:36:32
I don't get what your saying. How do you intend on killing the bounder now? Unless i read your post wrong you never addressed the issue.
Report, edit, etc...Posted by Chill on 2004-08-15 at 13:49:07
Basicly the way i would set it up is like this:

Conditions:
-deathcounter/swich
Actions:
-Create a DA at locationA
-Kill all lings owned by force at locationA
-Wate 100 mili
-Create a DA at locationB
-Kill all lings owned by force at locationB
-Wate 100 mili
-Create a DA at locationC
-Kill all lings owned by force at locationC
-Wate 100 mili
-Preserv

Conditions:
-deathcounter/switch/always
Actions:
-Kill all DA at KillLocation

With this set up you get a trap with 3 explosions at locations A, B, and C in that order, 100 miliseconds appart.

If theres an easyer way to do it plz tell me, i dont really like bounds that much so i wouldent know... this just seems to work alot smoother
Report, edit, etc...Posted by DT_Battlekruser on 2004-08-15 at 13:54:43
QUOTE
Basicly the way i would set it up is like this:

Conditions:
-deathcounter/swich
Actions:
-Create a DA at locationA
-Kill all lings owned by force at locationA
-Wate 100 mili
-Create a DA at locationB
-Kill all lings owned by force at locationB
-Wate 100 mili
-Create a DA at locationC
-Kill all lings owned by force at locationC
-Wate 100 mili
-Preserv

Conditions:
-deathcounter/switch/always
Actions:
-Kill all DA at KillLocation

With this set up you get a trap with 3 explosions at locations A, B, and C in that order, 100 miliseconds appart.

If theres an easyer way to do it plz tell me, i dont really like bounds that much so i wouldent know... this just seems to work alot smoother


Ad please tell me whats wrong with create at A kill all anyunit for all players at a. ANd you say you're advanced... YOu way wastes a triggers and a location or 2 and slows it down. Lol I can't think of all the problems with it.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-08-15 at 13:55:11
QUOTE(Chill @ Aug 15 2004, 12:49 PM)
If theres an easyer way to do it plz tell me, i dont really like bounds that much so i wouldent know... this just seems to work alot smoother

Yeah

Conditions:
-deathcounter/swich
Actions:
-Create a DA at locationA
-Kill men owned by all players at locationA
-Wait 100 mili
-Create a DA at locationB
-Kill men owned by all players at locationB
-Wait 100 mili
-Create a DA at locationC
-Kill men owned by all players at locationC
-Wait 100 mili
-Preserv

It requires less effort and is just as effective. If your doing something like a switch bound. 99% of the time the switch isn't covered by an explotion. If it has an explotion over it, a power up is normally used and it isn't killed by the trigger anyways.

QUOTE
Ad please tell me whats wrong with create at A kill all anyunit for all players at a. ANd you say you're advanced... YOu way wastes a triggers and a location or 2 and slows it down. Lol I can't think of all the problems with it.

It doesn't slow it down, just requires a extra location and extra work. In the game it would appear the exact same.
Report, edit, etc...Posted by Chill on 2004-08-15 at 14:01:50
Damn im sorry i forgot that he didnt post the other map here(the one with the switches)... anyway yeah, follow what Bolt said. See, what i was saying was that you would have to have a trigger to kill the units owned by force one(lings) and another trigger to kill the units owned by player 8(goons or archons in the case of that bounds with the vespian(sp?) tanks).
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