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Staredit Network -> UMS Assistance -> When I use my switches...
Report, edit, etc...Posted by DarkDeath19 on 2004-09-12 at 18:23:42
I am making a defense game, and when i do my switches guys from other sections end up comming.
    [LIST]
  • Conditions: Switch 1 Cleared
  • Contdown Timer Exactly 0
  • Actions
  • Create units and send to location x
When i do thisi have have two of these triggers. Lets say one sends zerglings hydralisks and lurkers, and the other sends drones, probes, and scvs. Well when the first one goes drones will go first then zerglings would go. Not zerglings Hydras Lurks then drones probes and scvs. Can anyone help me? helpsmilie.gif

ADDITION: Maybe it'd be easier if i made a trigger board...
Trigger
Players:
¤ Player 8
Conditions:
¤ Switch one is cleared
¤ Countdown Timer is Exactly 0
Actions:
¤ Set switch one
¤ Create 1 zergling
¤ Order all units owned by player 8 at location enemy spawn to move to end of the line
¤ wait 5000 milliseconds
¤ Create one hydralisk at enemy spawn
¤ Order all units owned by player 8 at location enemey spawn to move to end of the line
¤ wait 5000 milliseconds
Report, edit, etc...Posted by ShadowBrood on 2004-09-12 at 18:36:12
have da death count to spawn later levels in addition to switches.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-12 at 18:42:41
You trigger makes no sense. If you were to use Switches it would be like this


Trigger
Description:
level 1
Players:
¤ Player 8
Conditions:
¤ Timer is 0
¤ Switch 1 is clear
Actions:
¤ -Create 30 Level 1 at start for Player 8
¤ Order all AnyUnit at start for player 8 to finish
¤ Set Switch 1
¤ Set timer to 300



Trigger
Description:
level 1
Players:
¤ Player 8
Conditions:
¤ Timer is 0
¤ Switch 1 is set
¤ Switch 2 is clear
Actions:
¤ -Create 30 Level 2 at start for Player 8
¤ Order all AnyUnit at start for player 8 to finish
¤ Set Switch 2
¤ Set timer to 300


etc, etc, etc.

But still, Ceath COunters pwn switches.
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