Staredit Network

Staredit Network -> UMS Assistance -> Respawn System
Report, edit, etc...Posted by KlowN. on 2004-11-02 at 16:35:58
i had a respawn system where if a switch was set for the obstacle in the bound and u died u would go to a certain spot... for some reason i tried it on a different bound but it didnt work... whats a good respawn system in bounds without centering a location on a spider mine or something
Report, edit, etc...Posted by LegacyWeapon on 2004-11-02 at 16:37:29
Center on a unit that isn't there. Then the location will go to the center of it.
Instead of using switches, use death counts.
Report, edit, etc...Posted by KlowN. on 2004-11-02 at 17:05:37
with death counters how would i get it to respawn at diff locations depending where the player is?
Report, edit, etc...Posted by LegacyWeapon on 2004-11-02 at 17:19:16
QUOTE(KlowN. @ Nov 2 2004, 05:05 PM)
with death counters how would i get it to respawn at diff locations depending where the player is?
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I advise you change your Mapping Skill Level to Average.

The death count would be your level counter.

If death count for unused unit (name it level) is 2
Then actions
Move location 'spawn' to unused unit at 'location'
Report, edit, etc...Posted by DevliN on 2004-11-02 at 17:24:33
You could also just have 1 location called "Revive" follow a burrowed unit that the players can't see. Then just mov the burrowed unit after a level is completed.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-02 at 17:28:26
QUOTE(DevliN @ Nov 2 2004, 05:24 PM)
You could also just have 1 location called "Revive" follow a burrowed unit that the players can't see. Then just mov the burrowed unit after a level is completed.
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You do know that moving a burrowed unit to the center of a location is the same thing as centering a location to a location where the unit is not there...

Action:
Move location labelled 'revive' on unit at 'location'

If the unit is not there, revive will automatically goto the center of 'location'
Report, edit, etc...Posted by KlowN. on 2004-11-02 at 17:33:12
i dont really get death counters and just cause i dont doesnt mean im an average map maker... explain in more detail show triggers for like 3 lvls
Report, edit, etc...Posted by LegacyWeapon on 2004-11-02 at 17:38:09
w/e


Trigger
Description:
Level 1
Players:
¤ Players
Conditions:
¤ All players has suffered exactly 1 death of unused unit*
Actions:
¤ Move location labelled 'revive' on unused unit* at 'level 1'



Trigger
Description:
Level 2
Players:
¤ Players
Conditions:
¤ Bring at least 1 bound runner to location 'level 2'
¤ All players has suffered exactly 1 death of unused unit*
Actions:
¤ Move location labelled 'revive' on unused unit* at 'level 2'
¤ Set deaths for unused unit* for all players to 2.



Trigger
Description:
Level 3
Players:
¤ Players
Conditions:
¤ Bring at least 1 bound runner to location 'level 3'
¤ All players has suffered exactly 2 death of unused unit*
Actions:
¤ Move location labelled 'revive' on unused unit* at 'level 3'
¤ Set deaths for unused unit* for all players to 3.


Unused unit* is a unit that you are not using and is not in the map.
Deaths are a good counter for keeping track of things.
Report, edit, etc...Posted by KlowN. on 2004-11-02 at 17:44:41
so i would have to put an unused unit for all players or something?? i hate death counters they make my brain hurt lol
its one of the few things i cant do....
Report, edit, etc...Posted by DevliN on 2004-11-02 at 17:47:10
QUOTE(LegacyWeapon @ Nov 2 2004, 05:28 PM)
You do know that moving a burrowed unit to the center of a location is the same thing as centering a location to a location where the unit is not there...

Action:
Move location labelled 'revive' on unit at 'location'

If the unit is not there, revive will automatically goto the center of 'location'
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Ah didn't read that from your post. That was what you meant? Meh... blink.gif
Report, edit, etc...Posted by LegacyWeapon on 2004-11-02 at 17:52:36
QUOTE(KlowN. @ Nov 2 2004, 05:44 PM)
so i would have to put an  unused unit for all players or something?? i hate death counters they make my brain hurt lol
its one of the few things i cant do....
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Death count.
It counts how many deaths a player has for whatever unit.
People commonly use this as a counter, to keep track of things because you can set it to a specific value.
They are better than switches.
Report, edit, etc...Posted by KlowN. on 2004-11-02 at 17:58:44
i used switches for one of my bounds like

"switch lvl 1" is set
player x commands 0 zerglings

create unit at location lvl 1 start

"switch lvl 2" is set
player x commands 0 zerglings

create unit at location lvl 2 start


i dont think ill ever learn how to do death counts but thnx anyways for trying
Report, edit, etc...Posted by LegacyWeapon on 2004-11-02 at 18:01:23
QUOTE(KlowN. @ Nov 2 2004, 05:58 PM)
i used switches for one of my bounds like

"switch lvl 1" is set
player x commands 0 zerglings

create unit at location lvl 1 start

"switch lvl 2" is set
player x commands 0 zerglings

create unit at location lvl 2 start
i dont think ill ever learn how to do death counts but thnx anyways for trying
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Instead of having switch lvl 1, have it
Player has suffered 1 deaths of unused unit*
and instead of level 2 have it
Player has suffered 2 deaths of unused unit*

You can set the deaths of unused unit in your Actions instead of setting and clearing a location.
Report, edit, etc...Posted by Paella on 2004-11-02 at 18:01:46
Death counts don't do anything alone, they are just like switches though, only easier and more verstile, if you don't understand what legacy weapon is saying there, then you really should change your mapping skill.
Report, edit, etc...Posted by Mini Moose 2707 on 2004-11-02 at 18:10:13
I think an "Advanced" mapper can make a simple spawning system for a BOUND himself.

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