Staredit Network

Staredit Network -> UMS Assistance -> Bound Map
Report, edit, etc...Posted by Kusion on 2004-08-17 at 13:46:20
Im making a bound (obviusly) and im stuck on something. I want it so when u complete the first level and step on a certin trigger the level 1 bound (like explosions) stops and then the level 2 bound starts. How i do that? blink.gif
Report, edit, etc...Posted by greenreaper on 2004-08-17 at 13:57:46
Seriously, you should know; your average! Anyways...do this.

You have to use switches. When switch 1 is set start level 1. When Force "bounders" brings at least 1 anyunit to location "level 2 beginnning" CLEAR switch 1 and set switch 2. Switch 2 is set start level two...I hope that made sense biggrin.gif I'm in a hurry.
Report, edit, etc...Posted by Kusion on 2004-08-17 at 14:03:08
Thx and no im not average, my map skills thing keeps messing up, im actually beginner cool1.gif biggrin.gif
Report, edit, etc...Posted by LegacyWeapon on 2004-08-17 at 14:07:54
and make sure the first bound stops by doing a switch

at the beginning of the explosives trigger

SetSwitch(Set, Explosives Are Exploding);
...
...
SetSwitch(Clear, Explosives Are Exploding);

so in the conditions of the other explosives

Switch( Explosives Are Exploding, Cleared);

people usually make a block so people cant rush ahead
Report, edit, etc...Posted by CheeZe on 2004-08-17 at 14:13:13
QUOTE(greenreaper @ Aug 17 2004, 12:57 PM)
Seriously, you should know; your average!  Anyways...do this.

You have to use switches.  When switch 1 is set start level 1.  When Force "bounders" brings at least 1 anyunit to location "level 2 beginnning" CLEAR switch 1 and set switch 2.  Switch 2 is set start level two...I hope that made sense  biggrin.gif  I'm in a hurry.

switchs are one of the worst ways for bounds. dont' use switchs. instead use a counter. a death counter or any score system.

death counter:
Start level:
Set Deaths for (any unit that will not die in the game, like a nuke) for player 8(any player would work) to 1
Level Trigger
Condition
Player 8 has suffered exactly 1 death of (unit)
Action:
Bound Triggers

If they beat it, simply add 1 death with
Add 1 Death for that unit owned by Player 8

and repeat with this.
Report, edit, etc...Posted by LegacyWeapon on 2004-08-17 at 14:20:51
so are death counts more accurate than switches?
Report, edit, etc...Posted by CheeZe on 2004-08-17 at 14:22:43
death counts make switchs useless (except for randomizing)
Report, edit, etc...Posted by Chill on 2004-08-17 at 15:24:58
Yeah, death counters trump switches in every way other than randomization.
Report, edit, etc...Posted by MapUnprotector on 2004-08-17 at 15:29:47
what if you want to make lots of trigs triggered by diff switches, you cant do that with death counters if the map has lots of used units that die
Report, edit, etc...Posted by Chill on 2004-08-17 at 15:31:39
There are a whole censored.gif ing lot of unused units.
Report, edit, etc...Posted by CheeZe on 2004-08-17 at 15:57:19
QUOTE(devilesk @ Aug 17 2004, 02:29 PM)
what if you want to make lots of trigs triggered by diff switches, you cant do that with death counters if the map has lots of used units that die

every different death count(1,2,3,4...etc) can count as a different switch ohmy.gif w00t.gif
Report, edit, etc...Posted by LegacyWeapon on 2004-08-17 at 16:56:17
could switchs accidentally not set when told to?
Report, edit, etc...Posted by MapUnprotector on 2004-08-17 at 16:57:18
no they shouldnt
Report, edit, etc...Posted by EzDay281 on 2004-08-17 at 17:28:14
you could also use a unit counter.
Force Bounders brings atleast 1 Bounder to location 'Start 2'

Create 1 'Level Crystal' at location 'Level Tracker' for Computer Player


Computer player commands exactly 1 'Level Crystal'

Explode location 10, explode location 11, etc


Simple as death counters, an inferior only in space requirements.
Though I'm sure it does have some up that makes Death Counters inferior.
Report, edit, etc...Posted by Stereo on 2004-08-17 at 17:33:11
Yea, but not any for counting levels. If you have several people it keeps track of something for it will be able to check the total as well as each individual count.
Of course death count has some stuff consolidated into 1 trigger like set to #.
Report, edit, etc...Posted by nyczdigga on 2004-08-23 at 03:04:06
conditions

currentplayer brings exactly 1 unit to level 2

actions

set switch 1 clear
setswitch 2 set
Report, edit, etc...Posted by LegacyWeapon on 2004-08-23 at 10:17:45
its actually easier to just go

Condition
bring to location 2

Actions
Set Death count to 2

that would be the same thing as unsetting 1 and setting 2... I thought you were advanced?
Report, edit, etc...Posted by Psycho]aD[ on 2004-09-11 at 14:26:37
condition; bounders bring at least 1 unit to location x end..
action; clear switch 1 set switch 2
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-11 at 14:30:23
QUOTE(greenreaper @ Aug 17 2004, 10:57 AM)
Seriously, you should know; your average!  Anyways...do this.

You have to use switches.  When switch 1 is set start level 1.  When Force "bounders" brings at least 1 anyunit to location "level 2 beginnning" CLEAR switch 1 and set switch 2.  Switch 2 is set start level two...I hope that made sense  biggrin.gif  I'm in a hurry.
[right][snapback]53169[/snapback][/right]



QUOTE(CheeZe(U) @ Aug 17 2004, 11:13 AM)
switchs are one of the worst ways for bounds. dont' use switchs. instead use a counter. a death counter or any score system.

death counter:
Start level:
Set Deaths for (any unit that will not die in the game, like a nuke) for player 8(any player would work) to 1
Level Trigger
Condition
Player 8 has suffered exactly 1 death of (unit)
Action:
Bound Triggers

If they beat it, simply add 1 death with
Add 1 Death for that unit owned by Player 8

and repeat with this.
[right][snapback]53185[/snapback][/right]



QUOTE(EzDay2 @ Aug 17 2004, 02:28 PM)
you could also use a unit counter.
Force Bounders brings atleast 1 Bounder to location 'Start 2'

Create 1 'Level Crystal' at location 'Level Tracker' for Computer Player
Computer player commands exactly 1 'Level Crystal'

Explode location 10, explode location 11, etc
Simple as death counters, an inferior only in space requirements.
Though I'm sure it does have some up that makes Death Counters inferior.
[right][snapback]53326[/snapback][/right]



QUOTE(nyczdigga @ Aug 23 2004, 12:04 AM)
conditions

currentplayer brings exactly 1 unit to level 2

actions

set switch 1 clear
setswitch 2 set
[right][snapback]57172[/snapback][/right]



QUOTE(LegacyWeapon @ Aug 23 2004, 07:17 AM)
its actually easier to just go

Condition
bring to location 2

Actions
Set Death count to 2

that would be the same thing as unsetting 1 and setting 2... I thought you were advanced?
[right][snapback]57283[/snapback][/right]



YOU ARE A LOSER AND A SPAMMER STOP
Report, edit, etc...Posted by Staredit.Net Essence on 2004-09-11 at 21:04:43
He was trying to explain the trigs, i don't get how he was spamming, unless I'm really confused confused.gif
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-12 at 01:07:00
Read my 5 quotes. They all state different ways of solving the problem. His way has been stated twice already. Also look at the time difference between his post and last post.
Next Page (1)