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Staredit Network -> UMS Assistance -> triggers dont work for music...
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-05 at 11:56:18
I make the music trigger like this:
Trigger
Players:
¤ all players
Conditions:
¤ always
Actions:
¤ play (my wav)
¤ wait (length of song)
¤ preserve trigger
¤ comment: MUSIC


but it doesnt preserve trigger and its really censored.gif gay!
please can someone help me?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-05 at 12:47:56
Delete your hyper triggers and remake them for a differant player.
Report, edit, etc...Posted by DevliN on 2004-11-05 at 13:02:17
Or do Elapsed scenario time is at least 1 second as your condition.
Report, edit, etc...Posted by Thels on 2004-11-05 at 13:31:16
The problem is that waits seem to stack somehow. Elapsed time is your best solution here. If you're not using waits for anything else, you might use the following triggers:

Trigger
Players:
¤ player1
Conditions:
¤ switch music 1 is off
Actions:
¤ set switch music 1
¤ play sound
¤ wait sound length
¤ clear switch 'music 1'
¤ clear switch 'music 2'
¤ clear switch 'music 3'
¤ preserve trigger


Trigger
Players:
¤ player2
Conditions:
¤ switch music 2 is off
Actions:
¤ set switch music 2
¤ play sound
¤ preserve trigger


Trigger
Players:
¤ player3
Conditions:
¤ switch music 3 is off
Actions:
¤ set switch music 3
¤ play sound
¤ preserve trigger
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-05 at 18:32:19
You don't need anything complicated, just check your triggers and get rid of interfering waits.
Report, edit, etc...Posted by DevliN on 2004-11-05 at 18:44:43
Yeah his trigger is fine, he just needs to change the condition. I found that when i have so many triggers starting with Always, it sometimes slows other triggers down. So with elapsed time, it lets the triggers take care of the Always and then does the next trigger.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-05 at 18:47:04
Uh... not really?
He is talking about the preserve trigger.
The always will only lag in the beginning of the game...
Report, edit, etc...Posted by DevliN on 2004-11-05 at 19:09:06
Well what I suggested worked for me, so I know it does work if you do it with elapsed time.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-05 at 19:12:18
Unless he had other triggers that influenced this one closedeyes.gif
Report, edit, etc...Posted by SA_Max71 on 2004-11-05 at 19:50:58
QUOTE(LegacyWeapon @ Nov 5 2004, 03:47 PM)
Uh... not really?
He is talking about the preserve trigger.
The always will only lag in the beginning of the game...
[right][snapback]95057[/snapback][/right]

not as badly as 50 triggers haveing "time is at most 0 seconds" going off at the start of a game
Report, edit, etc...Posted by Ultimea on 2004-11-06 at 01:29:01
An easy way for me is to. When you first start the game, clear an unused switch. I.E.- Music. Then play the song and add the wait and preserve. It won't interfere with any obs. At least, not with any of my maps. smile.gif
Report, edit, etc...Posted by Thels on 2004-11-06 at 05:50:35
There's no problem if there are no other waits (or only a few short ones), but long waits seem to stack.

And yeah, to prevent mass drops, I usually use 'elapsed time is at least XX seconds' for all my triggers that can activate at the start, with XX being a slightly different value for my triggers.
Report, edit, etc...Posted by LegacyWeapon on 2004-11-06 at 11:14:44
QUOTE(Ultimea @ Nov 6 2004, 01:29 AM)
An easy way for me is to. When you first start the game, clear an unused switch. I.E.- Music. Then play the song and add the wait and preserve. It won't interfere with any obs. At least, not with any of my maps. smile.gif
[right][snapback]95216[/snapback][/right]

Just so you know, all switches are cleared by default.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-07 at 22:25:57
QUOTE(Thels @ Nov 5 2004, 01:31 PM)
The problem is that waits seem to stack somehow. Elapsed time is your best solution here. If you're not using waits for anything else, you might use the following triggers:

[right][snapback]94924[/snapback][/right]

Stick to the first sentence, elapsed time looks like crap and your trigger works but is overdone. Overuse of switches.

QUOTE(DevliN @ Nov 5 2004, 06:44 PM)
Yeah his trigger is fine, he just needs to change the condition. I found that when i have so many triggers starting with Always, it sometimes slows other triggers down. So with elapsed time, it lets the triggers take care of the Always and then does the next trigger.
[right][snapback]95054[/snapback][/right]

You were smoking something.

QUOTE(LegacyWeapon @ Nov 5 2004, 06:47 PM)
Uh... not really?
He is talking about the preserve trigger.
The always will only lag in the beginning of the game...
[right][snapback]95057[/snapback][/right]

Uhh you were too.

QUOTE(SA_Max71 @ Nov 5 2004, 07:50 PM)
not as badly as 50 triggers having "time is at most 0 seconds" going off at the start of a game
[right][snapback]95092[/snapback][/right]

Uhh .. Yeah exactly as bad as that, so much in fact they both don't do it at all.

QUOTE(Thels @ Nov 6 2004, 05:50 AM)
There's no problem if there are no other waits (or only a few short ones), but long waits seem to stack.

And yeah, to prevent mass drops, I usually use 'elapsed time is at least XX seconds' for all my triggers that can activate at the start, with XX being a slightly different value for my triggers.
[right][snapback]95242[/snapback][/right]


So if you think triggers starting to fire causes mass drops? Then why do you always have to wait for lag to settle in melee games too?

Triggers don't lag people almost everything said in this thread is rubbish.
Report, edit, etc...Posted by Thels on 2004-11-08 at 09:54:06
Triggers don't cause lag. However, a lot of triggers run at the start of the map (especially stuff like random switch) might cause the game to desync and players to drop.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-08 at 10:19:46
No, the game lags at start of every game. The action of loading the game engine and map data can run slower on slower computers. It is not the trigger starting, it is the map data being loaded that causes lag.
Report, edit, etc...Posted by Thels on 2004-11-08 at 11:01:51
Isn't that what I say?

Only, running a lot of triggers DURING this laggy moment increases the chance of desyncs and disconnects.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-08 at 11:07:24
All Players [Try and keep "wait triggers" to minimal]
Condition;
'Current Player' has suffered 'Exactly' '1' death of 'Mineral Patch 1'
Actions;
Wait xxx milliseconds
'Set Deaths' for 'Mineral Patch 1' to '0' for 'Current Player'
Preserve Trigger

All Players
Condition;
'Current Player' has suffered 'Exactly' '0' death of 'Mineral Patch 1'
Actions;
Play Wav x
'Set Deaths' for 'Mineral Patch 1' to '1' for 'Current Player'
Preserve Trigger

That normally works for any number of players.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-08 at 12:18:39
QUOTE(Thels @ Nov 8 2004, 09:54 AM)
Triggers don't cause lag. However, a lot of triggers run at the start of the map (especially stuff like random switch) might cause the game to desync and players to drop.

Only, running a lot of triggers DURING this laggy moment increases the chance of desyncs and disconnects.
[right][snapback]96097[/snapback][/right]

Prove it, Then i'll belive you. Besides triggers don't run when the waiting for players screen is up. Is this the laggy moment your talking about or the part breifly before it?

QUOTE(Coko @ Nov 8 2004, 11:07 AM)
All Players [Try and keep "wait triggers" to minimal]
[right][snapback]96101[/snapback][/right]


lol sorry I find that hilarious. If your trying to keep waits down to a minimal why on earth would you make a trigger like that for "all players". That completely nullifies its use of having another player run the long wait, so the other players can run waits unimpeded.

Sorry I’m just really nit picky about these sort of things.
-Make the first trigger owned by a computer player
-Change the Condition to say “human force has suffered at least one death of mineral patch”
-Change the Set Deaths action to set the deaths for the Human Force.

Then you will have a quality trigger
Report, edit, etc...Posted by Thels on 2004-11-08 at 12:53:03
Just make a map that sets tons of random switches and creates unit for different players at the same location and run some AI scripts, change scores, give resources and set a leader board. Then go play it with 6 56k-ers. Watch them drop.

Then put a minimum of elapsed time to it, and play it again, no drops.
Report, edit, etc...Posted by .Coko[CK] on 2004-11-08 at 12:56:59
Alright bolt calm down, i was in a rush to write them, so i got them slightly off, your point? And personally i never have a single wait in any of my maps, because they are terrible.

Computer Player [Try and keep "wait triggers" to minimal]
Condition;
'Human Players[IE: Force(s)]' has suffered 'Exactly' '1' death of 'Mineral Patch 1'
Actions;
Wait xxx milliseconds
'Set Deaths' for 'Mineral Patch 1' to '0' for 'Human Players[IE: Force(s)]'
Preserve Trigger

'Human Players[IE: Player(s)]'
Condition;
'Human Player[IE: Force(s)]' has suffered 'Exactly' '0' death of 'Mineral Patch 1'
Actions;
Play Wav x
'Set Deaths' for 'Mineral Patch 1' to '1' for 'Human Players[IE: Force(s)]'
Preserve Trigger

Better?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-08 at 13:29:05
No actually,

Now your setting deaths for all the players at once. So when player 1 runs his wav first all the players deaths will be set and rest of the human players won't hear it. Then the wait trigger won't reset the counter because the force has not sufferd EXACTLY one death it has suffered more (it adds the players deaths together)

Second trigger needs to specify Current player and first trigger needs at least 1 deaths instead of exactly.
Report, edit, etc...Posted by Thels on 2004-11-08 at 14:21:42
Yeah, the 2nd trigger should affect current player only.

But it uses waits, so it messes up with hypertriggers. You could try to increment the death score, and play the wav once a certain score is reached. Just takes a little testing to see how long that is. And of course lag and stuff screws it up a little, as would pausing the game.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-08 at 15:03:27
It wouldn't mess up the hyper triggers if a differant player owned the hyper trigger.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-11-09 at 10:43:21
Thanks all lots...but now,i did what you said,and now something else doesnt work..and its because of this music trigger,ok here:

The bound doesn't work with the music playing and thats censored.gif ing very enoying,ive had it on another bound and it was never to be fixed.

please say why this happens.Thanks again.
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