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Staredit Network -> UMS Assistance -> URGENT HELP WANTED
Report, edit, etc...Posted by fhil_powa on 2004-11-09 at 07:34:23
man... dudes this is peeing me off, alright well im maing this map called Hungry Hungry Hippos... basically u play mini games... and u just loop over and play the same mini games over and over again (sounds boring, but ppl whove played it sposedly like it tongue.gif)

everytime i fix this bug where on the 3rd cycle, the game will stop... another variation of the bug will occur... anyway... here is an unprotected version of my map, if anyone wants to fix it, plz do so and plz add me on msn (fhilaci0s@hotmail.com) and tell me how u fixed it!

o and my music loop doesn work properly either... ranting.gif

PLZ REPLY![attachmentid=2813]
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-09 at 12:05:52
For a map with that many unessissary switches/locations and no comments i will need a description of what the bug is and where the triggers are that relate to it. Anyways I have other work to do for now.
Report, edit, etc...Posted by fhil_powa on 2004-11-10 at 00:15:43
well basically on the 3rd cycle (the 3rd time that u get ur ultralisks to fight) the map stops because not all the players recieve their ultralisks...

the thing is... i dont know which triggers are causin the bug... sad.gif

if u want to help me... add me (fhilos-unrigged) and i'll show u what the bug is. in game...

edit: i see what u mean by unecessary locations and triggers... if u mean the locations in the middle... those r the locations where the things "u eat" spawn... and the triggers... theres 1000 triggers for ea player for getting points and stuff...
Report, edit, etc...Posted by RiShiN.rK on 2004-11-10 at 00:55:08
Well 1st off you didnt have to make 1000 triggers for the kills theres probably a much easier way. Also I couldn't really find any triggers for that ultralisk problem but I found 1 for the music at the bottom of the list for players 1-6 and if thats the only one you put you should try these Triggers:

Trigger
Players:
¤ Computer Player
Conditions:
¤ musicplaying is Set
Actions:
¤ Set playmusic
¤ wait 0
¤ Clear playmusic
¤ wait 2500
¤ Preserve Trigger


Trigger
Players:
¤ Players 1-6
Conditions:
¤ playmusic is Set
Actions:
¤ Play wav
¤ Preserve Trigger
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-10 at 01:28:25
Well thats a interesting way of doing the music loop. I wonder did you figure that out by accident, were you told, or do you actually know how it works.
Report, edit, etc...Posted by RiShiN.rK on 2004-11-10 at 01:33:08
I think i found it on some site a long time ago and just used it for looping ever since happy.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-10 at 01:52:20
The reason i mention it, is because when i first looked at it i was like whats this stupid double wait thing here for. Then i looked at the next trigger and was like Mmm wait a minute thats pretty cool, i wonder if he has any idea what he did lol.

The way people do it normally is this way
Trigger
Players:
¤ Comp
Conditions:
¤ Switch Music is Set
Actions:
¤ Wait (time of music)
¤ Clear Switch Music
¤ Preserve Trigger

Trigger
Players:
¤ All Human Players
Conditions:
¤ Switch Music is clear
Actions:
¤ Play Music Wav
¤ Wait 0 (read below)
¤ Set Switch Music
¤ Preserve Trigger

Alot of times people leave the wait 0 out of the second trigger. This makes it so only one player can hear the music, because the first player to run the trigger sets the switch and the rest of the players don't get to run theres.

The Wait 0 works by drawing off of the hyper effect of the wait. Whenever a wait is ran all other triggers are checked and ran before continueing with the rest of the trigger. (lets leave wait blocks out) So basicly the one wait allows all the triggers to fire before the switch is cleared.

An alternative way of doing that is to use a death counter (or multiple switches). If each player is running off there own switch then they won't have trouble with players clearing eachothers switches.

Now your triggers is differant but it takes the same concept into consideration. The p erson who wrote the trigger must of realized that using the method above (minus the wait 0) didn't work for multiple players. So instead of making extra switches or death counters as i mentioned he did that instead.

It looks stupid at first because normaly you never set and clear a switch in the actions of the same trigger. But this is one of those acceptions (when there is a wait between them), When the wait 0 is exicuted (right after the switch is set) all the other triggers are checked and all the players with the wav will see the switch being set and run there trigger. Then when it gets back around to the original trigger it will wait the time, of zero rounded up, then continue with the actions. This is when it clears the switch. Then lastly you have another wait to simply delay the trigger from fireing again before the wav is done.

So someone was ither very good or very lucky when he wrote that trigger. I proboly won't use it anyways, i prefer counters w/ hyper triggers for music loops but its worth mentioning lol.
Report, edit, etc...Posted by Paella on 2004-11-10 at 05:58:52
Bolt Head, I've been doing my music loops like that for the longest time happy.gif
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