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Staredit Network -> UMS Assistance -> Making map with levels and need help with triggers
Report, edit, etc...Posted by Lordofdark176 on 2004-12-22 at 16:33:32
Well im making a map kinda like Choose Your D, and i need help with the levels triggers. I have it working for the first level, but i cant get it working for level 2, either level 2 wont trigger, or it will go with level 1. Here are the triggers:

Trigger
Players:
¤ Computer
Conditions:
¤ elapsed scenario time is exactly 0 game seconds.
Actions:
¤ Set 'Timer'


Trigger
Players:
¤ Computers
Conditions:
¤ 'Timer' is set.
Actions:
¤ Modify Countdown Timer: Set to 180 seconds


Trigger
Players:
¤ Computers
Conditions:
¤ Countdown timer is exactly 0 game seconds.
Actions:
¤ Clear 'Timer'.


Trigger
Players:
¤ Computers
Conditions:
¤ Computers
¤ 'Timer' is cleared.
Actions:
¤ Set 'Level 1'.


Trigger
Players:
¤ Computers
Conditions:
¤ 'Level 1' is set.
Actions:
¤ Display for current player: Level 1
¤ Create 10 Level 1(Reavers) at 'Left Start' for Player 7.
¤ Create 10 Level 1(Reavers) at 'Right Start' for Player 8.
¤ Issue order to all men owned by Player 7 at 'Left Start': Move to 'Center Change Direction'.
¤ Issue order to all men owned by Player 8 at 'Right Start': Move to 'Center Change Direction'.


Trigger
Players:
¤ Computers
Conditions:
¤ Player 7 brings at least 1 Level 1 to 'Center Change Direction'.
Actions:
¤ Issue order to all Level 1(Reavers) owned by Player 7 at 'Center Change Direction': Move to 'End'
¤ Preserve Trigger.


Trigger
Players:
¤ Computers
Conditions:
¤ Player 8 brings at least 1 Level 1 to 'Center Change Direction'.
Actions:
¤ Issue order to all Level 1(Reavers) owned by Player 8 at 'Center Change Direction': Move to 'End'
¤ Preserve Trigger.


Trigger
Players:
¤ Computers
Conditions:
¤ Invaders commands exactly 0 Level 1.
Actions:
¤ Clear 'Level 1'.
Trigger
Players:
¤ Computers
Conditions:
¤ 'Level 1' is cleared.
Actions:
¤ set 'Level 2'.


Trigger
Players:
¤ Computers
Conditions:
¤ 'Level 2' is set
Actions:
¤ Modify Countdown Timer: Set to 120 seconds.
¤ Wait for 120000 milliseconds.
¤ Display for current player: Level 2
¤ Create 10 Level 2(Zealots) at 'Left Start' for Player 7.
¤ Create 10 Level 2(Zealots) at 'Right Start' for Player 8.
¤ Issue order to all Level 2(Zealots) owned by Player 7 at 'Left Start': Move to 'Center Change Direction'.
¤ Issue order to all Level 2(Zealots) owned by Player 8 at 'Right Start': Move to 'Center Change Direction'.


Trigger
Players:
¤ Computers
Conditions:
¤ Player 7 brings at least 1 Level 2(Zealots) to 'Center Change Direction'.
Actions:
¤ Issue order to all Level 2(Zealots) owned by Player 7 at 'Center Change Direction': Move to 'End'.
¤ Preserve Trigger


Trigger
Players:
¤ Computers
Conditions:
¤ Player 8 brings at least 1 Level 2(Zealots) to 'Center Change Direction'.
Actions:
¤ Issue order to all Level 2(Zealots) owned by Player 8 at 'Center Change Direction': Move to 'End'.
¤ Preserve Trigger



Thats eveyr single trigger thats part of my Level's system, but it doesnt work. When level 1 starts, Level 2 also starts so i got level 1 and 2 coming at the same time. Some body please help, and if possible supply a layout for any number of levels. If you guys can help me, i will be forever great ful.
Report, edit, etc...Posted by KaboomHahahein on 2004-12-22 at 16:40:34
I didn't find any problems in the triggers.

But try to change the Exactly to atmost or atleast. Triggers are checked reviewd every 2 seconds, I think so it might have a problem.
Report, edit, etc...Posted by Lordofdark176 on 2004-12-22 at 16:56:37
Delay isnt a problem, i have a hyper trigger set. Thats just the triggers for the levels, there are other ones, but im not going to post them cause there are about 45 of them. What i need is a way to have a levels that works for about 20 or 30 levels. A link or explanation will work.
Report, edit, etc...Posted by Urmom(U) on 2004-12-22 at 17:22:41
the only thing that i could see possibly wrong is the commands 0 level 1, clear level one. try adding a level 1 is set to the conditions and it may work. so itd be


null
Trigger
Conditions:
¤ Commands 0 level 1 units
¤ level 1 is set
Actions:
¤ clear level 1
Report, edit, etc...Posted by Lordofdark176 on 2004-12-22 at 18:46:42
i htink im gonna erase all hte triggers and start over again.
Report, edit, etc...Posted by Urmom(U) on 2004-12-22 at 18:55:42
have you tried my trigger? if you havent you may want to before you erase all your triggers.
Report, edit, etc...Posted by SA_Max71 on 2004-12-22 at 20:57:45
QUOTE(Lordofdark176 @ Dec 22 2004, 01:33 PM)
SA_Max71 Edit: Wow, a whole lot of triggers tongue.gif...
[right][snapback]113706[/snapback][/right]

Ah ha! I found your problem. By default, a switch is "cleared". So, knowning this, the triggers should look like this:
Trigger
Players:
¤ Computer
Conditions:
¤ elapsed scenario time is exactly 0 game seconds.
Actions:
¤ Modify Countdown Timer: Set to 180 seconds
[actions]
¤ Set 'Level 1'.

Trigger
Players:
¤ Computers
Conditions:
¤ 'Level 1' is set.
Actions:
¤ Display for current player: Level 1
¤ Create 10 Level 1(Reavers) at 'Left Start' for Player 7.
¤ Create 10 Level 1(Reavers) at 'Right Start' for Player 8.
¤ Issue order to all men owned by Player 7 at 'Left Start': Move to 'Center Change Direction'.
¤ Issue order to all men owned by Player 8 at 'Right Start': Move to 'Center Change Direction'.


Trigger
Players:
¤ Computers
Conditions:
¤ Player 7 brings at least 1 Level 1 to 'Center Change Direction'.
Actions:
¤ Issue order to all Level 1(Reavers) owned by Player 7 at 'Center Change Direction': Move to 'End'
¤ Preserve Trigger.


Trigger
Players:
¤ Computers
Conditions:
¤ Player 8 brings at least 1 Level 1 to 'Center Change Direction'.
Actions:
¤ Issue order to all Level 1(Reavers) owned by Player 8 at 'Center Change Direction': Move to 'End'
¤ Preserve Trigger.


Trigger
Players:
¤ Computers
Conditions:
¤ Invaders commands exactly 0 Level 1.
Conditions:
¤ elapsed scenario time is at least 1 game seconds.
Actions:
¤ Clear 'Level 1'.

Trigger
Players:
¤ Computers
Conditions:
¤ 'Level 1' is cleared.
Conditions:
¤ elapsed scenario time is at least 1 game seconds.
Actions:
¤ set 'Level 2'.


Trigger
Players:
¤ Computers
Conditions:
¤ 'Level 2' is set
Actions:
¤ Modify Countdown Timer: Set to 120 seconds.
¤ Wait for 120000 milliseconds.
¤ Display for current player: Level 2
¤ Create 10 Level 2(Zealots) at 'Left Start' for Player 7.
¤ Create 10 Level 2(Zealots) at 'Right Start' for Player 8.
¤ Issue order to all Level 2(Zealots) owned by Player 7 at 'Left Start': Move to 'Center Change Direction'.
¤ Issue order to all Level 2(Zealots) owned by Player 8 at 'Right Start': Move to 'Center Change Direction'.


Trigger
Players:
¤ Computers
Conditions:
¤ Player 7 brings at least 1 Level 2(Zealots) to 'Center Change Direction'.
Actions:
¤ Issue order to all Level 2(Zealots) owned by Player 7 at 'Center Change Direction': Move to 'End'.
¤ Preserve Trigger


Trigger
Players:
¤ Computers
Conditions:
¤ Player 8 brings at least 1 Level 2(Zealots) to 'Center Change Direction'.
Actions:
¤ Issue order to all Level 2(Zealots) owned by Player 8 at 'Center Change Direction': Move to 'End'.
¤ Preserve Trigger


That was the first method. The second method is use a death count. Basicly, instead of using switches, modify a player's death count of something. (In other words, add a death of a unit for a player. This would preferably use one of the units that crash Starcraft.

URMOM: your trigger would of fixed part of the problem, but there was more than one problem. My triggers listed above would fix these problems
Report, edit, etc...Posted by Lordofdark176 on 2004-12-22 at 21:07:44
Yep i figured out on my own the death count thingy just 10 mins ago, lol thanks eveyboyd for the help smile.gif Moderators, you can lock this thread now, Problem Solved.

See to start the next level, i used this trigger:


Trigger
Description:
Death Count Method
Players:
¤ Computers
Conditions:
¤ Computers has suffered exactly 20 deaths of Level 1(Reavers).
Actions:
¤ Clear 'Begin Level 1'


Then the next trigger just basicly looks to see if 'Begin Level 1' Switch has been cleared and if the computers have suffered 20 deaths of the Level 1 units(reavers) and then it executes the timer for the next level. Once the timer reaces 0, and computer has suffered 20 deaths of reavers, and the 'Begin Level 2' Switch is set, it sends the next units. Works!!! w00t.gif
Report, edit, etc...Posted by SA_Max71 on 2004-12-22 at 21:54:52
if your defence map is very hard or very long, or both, I recommend adding a feature that lets a player "skip" levels and go to the level they were at last. Of course, to "skip" a level, they would need a password.
Report, edit, etc...Posted by terrenblade on 2004-12-22 at 22:02:58
the best way to do defence levels is to have the level start if the computer commands no units from the level before it, and has suffered a death of atleast one of those units. If it's possable for the players to survive a level with the AI having no deaths of any unit you should rethink your Defence map, or add a death of the unit when you start the map.
Report, edit, etc...Posted by DT_Battlekruser on 2004-12-23 at 00:08:01
^ignore all above posts^

The obvious reason for your problem is you are over-complicating things. i take one look at your trigger list and see many ways to shorten it. Do this:

Trigger
Conditions:
¤ Always
Actions:
¤ Set Countdown timer to 180
¤ Set deaths of Cantina for Player 8 to 1


Trigger
Conditions:
¤ Countdown Timer is 0
¤ Deaths of Cantina for Player 8 is 1
Actions:
¤ Create 10 Level 1 at start1 for Player 8
¤ Create 10 level 1 at start2 for Player 7
¤ Set switch "Game Start"


Trigger
Conditions:
¤ "Game Start" is set
¤ Player 8 commands at most 0 Men at (location where attackers are)
¤ Player 7 commands at most 0 Men at (location where attackers are)
¤ Countdown Timer is 0
Actions:
¤ Add 1 to deaths of Cantina for Player 8
¤ Set Timer to 120
¤ preserve trigger


Trigger
Conditions:
¤ Countdown Timer is 0
¤ Deaths of Cantina for Player 8 is 2
Actions:
¤ Create 10 Level 2 at start1 for Player 8
¤ Create 10 level 2 at start2 for Player 7


...etc for all the levels...

and

Trigger
Conditions:
¤ Player 8 commands at least 1 men at start1
Actions:
¤ order men owned by P8 at start1 to center direction change
¤ preserve trigger


Trigger
Conditions:
¤ Player 7 commands at least 1 men at start2
Actions:
¤ order men owned by P7 at start2 to center direction change
¤ preserve trigger


Trigger
Conditions:
¤ Player 8 commands at least 1 men at center direction change
Actions:
¤ order men owned by P8 at center direction change to center end1
¤ preserve trigger


Trigger
Conditions:
¤ Player 7 commands at least 1 men at center direction change
Actions:
¤ order men owned by P7 at center direction change to end2
¤ preserve trigger



much simpler and hard to break
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