What is the best way to start a switch? and do chain switches work...?
for example..
Condition: always (or elasped time, or unit@location)
Action: set switch '1'
next
Condition: switch '1' is set
Action: do so and so
: Clear switch one
next
Condition '1' is cleared
action: set switch '2'
im not sure if this works, although it should in theory, but ive tried makign chain switches and it rarely works out as i hoped... usually triggers start executing before they sohuld ect, im just wondering what is the best condition to use to set a switch, and if chain switches work.
The problem with that is that switch 1 is clear before you set it. Death counts work best for chain reactions.
OH!!!! it all makes scence... so... i can still use switches, but ill need a second condition such as unit@location??(can have a seperate unit teleport to active this)
Chain reactions should set up provided you do two things...
1. Ensure the chain actually WORKS.
2. Ensure the triggers are in the order you want them to happen.
What kind of chain are you hoping to make? You could start it like:
- Condition:
--- Player X brings unit to location.
- Action:
--- Set Switch 1.
Then...
- Condition:
--- Switch 1 is set.
- Action:
--- Yada yada
--- Blah Blah
--- Set Switch 2
--- Clear Switch 1
Then...
- Condition:
--- Switch 2 is set.
- Action:
--- Blah Blah
--- Set Switch 3
--- Clear Switch 2
And so on. That would create an effective chain if that's what you're trying to achieve.
It is, but i figured out a way to do it, that also kinda fits, i just have a guide in my map:
Condition:
-Player 8 brings exactly 1 guide to location xxxx
-Switch L1 is cleared
Action:
-La De DaH
-Set 'L2'
Then
Condition:
-L2 is set
Action:
-Lah De Dah
Then
Condition:
-Bounders bring atleast 1 ling to location xxxxx
Action:
-Clear 'L2'
-Move guide from xxx to xxx
and repeat...
it may take more trigger than i need but it works and follows the story that three is a guide helping you in my bound....
Anything wrong with:
| Trigger |
| Conditions: |
| ¤ always |
| Actions: |
| ¤ set deaths of cantaina to 0 |
| Trigger |
| Conditions: |
| ¤ start chain |
| Actions: |
¤ Set deaths of cantina to 1
|
| ¤ do stuff |
| Trigger |
| Conditions: |
| ¤ Deaths of cantina is 1 |
| Actions: |
¤ do more stuff
|
¤ Set deaths to 2
|
| ¤ |
(make sure trigs are in order)
it would... but im stoopid

and.. wtf is a cantina? -.-
It's an unused unit, which isn't available in regular StarEdit. Assuming it were placable, it would crash the game. I don't know why DT prefers that over something more normal, such as a Mineral Field or Vespene Geyser.
QUOTE(DT_Battlekruser @ Oct 5 2004, 09:22 AM)
Anything wrong with:
[right][snapback]82405[/snapback][/right]
Yeah your death score starts out at 0 so you don't need to set it to that.
True, but it is just a saftey check.
QUOTE
It's an unused unit, which isn't available in regular StarEdit. Assuming it were placable, it would crash the game. I don't know why DT prefers that over something more normal, such as a Mineral Field or Vespene Geyser.
I prefer things that never, and wll never appear in my maps.