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Staredit Network -> UMS Assistance -> Whats wrong with this stupid map?
Report, edit, etc...Posted by F_A_X on 2004-10-03 at 06:55:47
Triggers don't fire
I know its caused by waits.

After looking at the map "Kill me!" made by Tuxedo Templar I made modified one from the original.(He set all sequence controlled by setting deaths, though I don't know why I still made it),But seems of no use(Maybe because I didn't finish it).

In the original one the hyper triggers belong to all players but modified one don't, and the original one likes a precious mess. (You feel lag when play with the original one because of large amount of units)

Who can tell me the exact reason of happening this?
I also want to know how to prevent this happen and why Tuxedo Templar do that and how to use setting deaths instead of waits?
Report, edit, etc...Posted by greenreaper on 2004-10-03 at 17:49:58
Hmm...Odd....Kill Me! didn't lag for me...maybe you should get a better comp tongue.gif
Basically...instead of using waits you can use counters. Counters are modifying deaths and using those as a condition to do an action. There are tutorials in the tutorials section...
Report, edit, etc...Posted by F_A_X on 2004-10-04 at 00:21:37
QUOTE(greenreaper @ Oct 3 2004, 09:49 PM)
Hmm...Odd....Kill Me! didn't lag for me...maybe you should get a better comp  tongue.gif
Basically...instead of using waits you can use counters.  Counters are modifying deaths and using those as a condition to do an action.  There are tutorials in the tutorials section...
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smile.gif Maybe, this comp doesnt work with local disk

I think I still don't understand how counters work.I cant find it in the tutorials sections yet. Can you give me the page address?
And how does the map Kill Me! work?
Report, edit, etc...Posted by F_A_X on 2004-10-06 at 10:23:51
Oh no, why no one help me?

I really need help! Thanks! helpsmilie.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-06 at 12:14:54
If you have triggers with a wait after a hyper trigger they will not fire. It is gennerally best to have the hyper trigger controled by a player who will always be there and has no triggers with waits (normally a comp)

Tuxedo most likely used counters because he didn't want to have to deal with wait blocks (where one wait must wait for another to finish). The triggers are set up with deathscores and the timing eliment is the rate at which the triggers fire.

For an example say you wanted a wait for 1 second you may do something like this.

Trigger
Players:
¤ P1
Conditions:
¤ Always
Actions:
¤ Display text: Welcome to my supper dupper cool mapper thingy.
¤ Set deaths for 'unit01' to 1


Trigger
Players:
¤ P1
Conditions:
¤ Current player suffers at least 1 death of 'unit01'
Actions:
¤ Add one death for current player for 'unit01'
¤ Preserve Trigger


Trigger
Players:
¤ P1
Conditions:
¤ Current player suffers exactly 12 deaths of 'unit01' (triggers fire about 12 times in one second with hyper triggers)
Actions:
¤ Display text: Today you will Die Muhahahaha.
¤ Set deaths for 'unit01' to 0 (optional but a good idea, required if you intend on preserving the system)


I didn't look over your maps because you didn't really explain what doesn't work (specificly). But hopefully this information will help.
Report, edit, etc...Posted by F_A_X on 2004-10-07 at 06:13:08
Thank you very much!
Yes I know now and I'll try.
I can't explain why triggers not fire because seems all triggers not fire at all unless I deleted wait actions.
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