Staredit Network

Staredit Network -> UMS Assistance -> Switch Help Needed
Report, edit, etc...Posted by DarkDeath19 on 2004-09-12 at 18:44:27
Well, when I use the switches in my map they dont work correctly. Lets say i want 1 Ling, 1 hydra, and 1 lurker to spawn in my first wave at Location 0. Then in my second wave i want 1 drone, 1 scv, and one probe at Location 0. So it would look like this...

Trigger
Players:
¤ Player 8
Conditions:
¤ Switch 1 is cleared
¤ Countdown timer is exactly 0
Actions:
¤ Set switch 1
¤ Create 1 Zergling at Location 0
¤ Order all units owned by player 8 at location 0 to move to location 1
¤ Wait 5000 milliseconds
¤ Create 1 Hydralisk at location 0
¤ Order all units owned by player 8 at location 0 to move to location 1
¤ wait 5000 milliseconds
¤ Create 1 lurker at location 0
¤ Order all units owned by player 8 at location 0 to move to location 1
¤ Set Countdown timer to 300 seconds


Trigger
Players:
¤ Player 8
Conditions:
¤ Switch 1 is set
¤ Clear switch 2
¤ Countdown timer reaches 0 seconds
Actions:
¤ Set switch 2
¤ Create 1 drone at location 0
¤ Order all units owned by plyaer 8 at location 0 to move to location 1
¤ Wait 5000 milliseconds
¤ Create one scv at Location 0
¤ Order all units owned by player 8 at location 0 to move to location 1
¤ Wait 5000 milliseconds
¤ Create 1 probe at location 0
¤ Order all units owned by player 8 at locatoin 0 to move to location 1


When I do these triggers what ends up happening is a unit from the 2nd wave will be created before the first wave, and their won't be a time between waves. I need help badly... if you can help please do... helpsmilie.gif confused.gif
Report, edit, etc...Posted by eXile5 on 2004-09-12 at 18:51:25
The only thing I can think of is to make the orders in another trigger.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-12 at 18:53:00
Oh, heh I get it. The timer needs to be reset first. At the wait 5000, it checks other triggers and finds other conditions "true" If you want me to explain this in depth, ask.
Report, edit, etc...Posted by eXile5 on 2004-09-12 at 18:54:23
Explain it then. I'm curious about this.
Report, edit, etc...Posted by DarkDeath19 on 2004-09-12 at 19:04:15
plz explain i dont understand
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-12 at 19:07:54
Okay, when the game is running, it is parsing the triggers every 2 seconds. THis is it's train of action:
  • <loop> Trigger Check
  • Trigger Check = (CheckTrigger: ID = 0; Cond: t = 0; s1 = 0)
  • CheckTrigger: Cond0 = True; Cond1 = True
  • RunTrigger(ID = 0; GetActions)
  • ParseActions (ID = 0; Act = "Set Switch 1")
  • Switch (Switch 1, SET) {s1 = 1}
  • ParseActions (ID = 1; Act = "Creat 1 zergling at "location"")
  • Instance.create(Zergling,location.get("location"))
  • ParseActions (ID = 2; Act = "Wait 5000")
  • WAIT (act = CheckTrigger)
  • Trigger Check = (CheckTrigger: ID = 1; Cond: t = 0; s1 = 1; s2 = 0)
  • CheckTrigger: Cond0 = True; Cond1 = Ture; Cond2 = True
  • ParseActions (ID = 0; Act = "Set Switch 1")
  • Switch (Switch 2, SET) {s2 = 1}
  • ParseActions (ID = 1; Act = "Creat 1 drone at "location"")
  • Instance.create(Drone,location.get("location"))
  • ParseActions (ID = 2; Act = "Wait 5000")
  • WAIT (act = CheckTrigger)
  • If more level spawn triggers like this, they will run too.
  • ParseActions (ID = 3; Act = "Create 1 SCV at "location"")
  • Instance.create(SCV,location.get("location"))
The rest of trigger will run, re-checkign waits.

Confused? Quote the part of pocess thread and ask.
Report, edit, etc...Posted by DarkDeath19 on 2004-09-12 at 19:09:28
QUOTE(DT_Battlekruser @ Sep 12 2004, 05:07 PM)
Okay, when the game is running, it is parsing the triggers every 2 seconds.  THis is it's train of action:


  • <loop> Trigger Check

  • Trigger Check = (CheckTrigger: ID = 0; Cond: t = 0; s1 = 0)

  • CheckTrigger: Cond0 = True; Cond1 = True

  • RunTrigger(ID = 0; GetActions)

  • ParseActions (ID = 0; Act =  "Set Switch 1")

  • Switch (Switch 1, SET) {s1 = 1}

  • ParseActions (ID = 1; Act =  "Creat 1 zergling at "location"")

  • Instance.create(Zergling,location.get("location"))

  • ParseActions (ID = 2; Act =  "Wait 5000")

  • WAIT (act = CheckTrigger)

  • Trigger Check = (CheckTrigger: ID = 1; Cond: t = 0; s1 = 1; s2 = 0)

  • CheckTrigger: Cond0 = True; Cond1 = Ture; Cond2 = True

  • ParseActions (ID = 0; Act =  "Set Switch 1")

  • Switch (Switch 2, SET) {s2 = 1}

  • ParseActions (ID = 1; Act =  "Creat 1 drone at "location"")

  • Instance.create(Drone,location.get("location"))

  • ParseActions (ID = 2; Act =  "Wait 5000")

  • WAIT (act = CheckTrigger)

  • If more level spawn triggers like this, they will run too.

  • ParseActions (ID = 3; Act =  "Create 1 SCV at "location"")

  • Instance.create(SCV,location.get("location"))


The rest of trigger will run, re-checkign waits.

Confused? Quote the part of pocess thread and ask.
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dont understand just send a new trigger board of what the trigs should be like
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-12 at 19:11:53
Move the set countdown timer action to the top of actions. Make sure all triggers for setting the next level come before waits.
Report, edit, etc...Posted by CheeZe on 2004-09-12 at 19:12:11
he means each time there is a wait, all the triggers conditions will be checked. and since the trigger fulfills the condition, it works.
Report, edit, etc...Posted by DarkDeath19 on 2004-09-12 at 19:13:59
K let me check that real quick. dont leave thread please itll take 5 min.
Report, edit, etc...Posted by DT_Battlekruser on 2004-09-12 at 19:15:58
Simple explanation
QUOTE
At the wait 5000, it checks other triggers and finds other conditions "true"


Full Explanation
QUOTE
Okay, when the game is running, it is parsing the triggers every 2 seconds.  THis is it's train of action:


       
  • <loop> Trigger Check
       
  • Trigger Check = (CheckTrigger: ID = 0; Cond: t = 0; s1 = 0)
       
  • CheckTrigger: Cond0 = True; Cond1 = True
       
  • RunTrigger(ID = 0; GetActions)
       
  • ParseActions (ID = 0; Act =  "Set Switch 1")
       
  • Switch (Switch 1, SET) {s1 = 1}
       
  • ParseActions (ID = 1; Act =  "Creat 1 zergling at "location"")
       
  • Instance.create(Zergling,location.get("location"))
       
  • ParseActions (ID = 2; Act =  "Wait 5000")
       
  • WAIT (act = CheckTrigger)
       
  • Trigger Check = (CheckTrigger: ID = 1; Cond: t = 0; s1 = 1; s2 = 0)
       
  • CheckTrigger: Cond0 = True; Cond1 = Ture; Cond2 = True
       
  • ParseActions (ID = 0; Act =  "Set Switch 1")
       
  • Switch (Switch 2, SET) {s2 = 1}
       
  • ParseActions (ID = 1; Act =  "Creat 1 drone at "location"")
       
  • Instance.create(Drone,location.get("location"))
       
  • ParseActions (ID = 2; Act =  "Wait 5000")
       
  • WAIT (act = CheckTrigger)
       
  • If more level spawn triggers like this, they will run too.
       
  • ParseActions (ID = 3; Act =  "Create 1 SCV at "location"")
       
  • Instance.create(SCV,location.get("location"))




The rest of trigger will run, re-checkign waits.

Confused? Quote the part of pocess thread and ask.
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