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Staredit Network -> UMS Assistance -> Switches
Report, edit, etc...Posted by eFFecT on 2004-10-04 at 18:44:53
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.
Report, edit, etc...Posted by DT_Battlekruser on 2004-10-04 at 19:02:12
The problem with that is that switch 1 is clear before you set it. Death counts work best for chain reactions.
Report, edit, etc...Posted by eFFecT on 2004-10-04 at 19:07:38
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)
Report, edit, etc...Posted by Mini Moose 2707 on 2004-10-04 at 21:15:53
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.
Report, edit, etc...Posted by DevliN on 2004-10-04 at 22:28:00
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.
Report, edit, etc...Posted by eFFecT on 2004-10-04 at 23:07:38
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....
Report, edit, etc...Posted by DT_Battlekruser on 2004-10-05 at 10:22:29
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)
Report, edit, etc...Posted by eFFecT on 2004-10-05 at 17:02:44
it would... but im stoopid smile.gif and.. wtf is a cantina? -.-
Report, edit, etc...Posted by Mini Moose 2707 on 2004-10-05 at 17:40:18
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.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-10-05 at 17:45:53
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.
Report, edit, etc...Posted by DT_Battlekruser on 2004-10-05 at 18:25:48
True, but it is just a saftey check. tongue.gif

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.
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