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Staredit Network -> UMS Assistance -> String of questions....
Report, edit, etc...Posted by Forsaken on 2004-12-11 at 23:03:14
I have asked this question in one of my other topics but i didn't understand what people said to me confused.gif and i also have a few more questions thanks for any help to any of the following questions! happy.gif


1. Crazy lurker trick.

where the lurker moves up and down like crazy i think i set it up wrong i set it up like so:

Conditions:
always

Actions:
Hyper Triggers etc....

Conditions:
always

Actions:
Issue all lurker at 'lurker' to move to 'lurker 2'
move all lurker at' lurker' to move to 'lurker'

if that trigger is right i am confused it isn't working then


2. Lives in a bound

i dont understand the custom score triggers i would like to have ten lives when someone dies in a trap i dont understand how to get them to revive correctly


3. To make music louder when you loop it do you go into sound recorder and increase volume there?

4. for making mission briefings is there an easier way to do them when ever i have the writing show up i can never get it in the middle or where i want it. Will i have to just jeep on doing the guess and check method and do that until i get it right?


Thanks for any of the help happy.gif happy.gif
Report, edit, etc...Posted by LegacyWeapon on 2004-12-11 at 23:56:55
1) Make it go to the location that it is already in constantly.
Trigger
Conditions:
¤ Always
Actions:
¤ Issue all lurker at 'lurker' to move to 'lurker'.
¤ Preserve trigger

2)You need a counter of some sort, either custom score, a death counter, a money counter, or a unit counter. Many people use custom score because they can leaderboard the lives. You use the condition "Current player commands exactly 0 bounding unit" and make actions accordingly.

3) Do that, or post it and let me do it for you tongue.gif

4) Yes that is what you must do.

I advise you change your skill level to beginner?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-12-13 at 15:54:38
2. Using my super powers i'm asuming that your refering to the unit not respawning in front of the level.

Many times to fix this problem the respawn location is actually moved after each level.

To do this you just recenter the location in the same trigger that ends the level. So your level compleat trigger would look something like this

Trigger
Players:
¤ whoever
Conditions:
¤ Force 1 brings at least one dude to end level
Actions:
¤ Add one death for player 8 for 'level' (or a switch if your stupid)
¤ Play Wav display text whatever other effects you might do.
¤ center location 'respawn' on unit owned by player at level x start


4:
To me this is kind of ovious to speed up your testing the alignment of lines but i'll tell you anyways.

If your trying to line up some text in a mission breifing test several examples at once.

For example if you want your final result to be
[center]I'm Centered[/center]
you could try several lines at once when you test it like this
CODE

         I'm Centered
                   I'm Centered
                             I'm Centered
                                       I'm Centered
                                                 I'm Centered
                                                           I'm Centered

Then when you run the test you can see what line appears to be the closest to what you want. And modfiy it or use that one. No since testing it one at a time. (of course if you were centering it you would use the center mark but thats not the point)
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