Staredit Network

Staredit Network -> UMS Assistance -> COP system and how much strings can I have?
Report, edit, etc...Posted by SA_Max71 on 2005-01-09 at 20:50:59
What is the COP system? Is it similar to making a location align over a preplaced unit, and this unit was placed on the grid?


I have 12 locations. There are 4 flags owned by p8 (the one and only computer) at each of these locations. When a human player (p1-7) brings a zergling to one of the locations, his zergling is killed and the flag is given to him. If p8 brings his one and only ghost to a location that has a flag owned by, say, p1, p1 wins the round. For ever trigger, I am going to have a comment in it. My question is, will I hit the string limit from having the comments in the triggers? And will I hit the trigger and/or string limit from these triggers?
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-09 at 21:02:42
You won't hit the string limit, but you'll get a big chunk of it. When you're done with the triggers and they work, you could label one of the triggers P1 flag trigger thing ro something, and leave the ones in that category blank, so as to save the strings again.
Report, edit, etc...Posted by chuiu on 2005-01-09 at 21:12:43
Hitting the trigger limit is beyond imagination, I don't think anyone will hit that limit. The string limit is 1024 strings. I doubt you will hit that limit with your map.
Report, edit, etc...Posted by SA_Max71 on 2005-01-09 at 21:27:59
I thought the trigger limit and string limit are almost the same. So, what exactly uses a string? I know a comment and dispalying text uses a string, but does, say, a condition use a string?
Report, edit, etc...Posted by chuiu on 2005-01-09 at 21:33:36
Only when you are entering text into the editor will it use a string. Display text, transmissions, map name, map description, location names, force names, etc. Anytime you enter in text you are making a string.
Report, edit, etc...Posted by SA_Max71 on 2005-01-09 at 21:44:34
Thanks for the help... but what is the COP system?
Report, edit, etc...Posted by chuiu on 2005-01-09 at 21:48:54
No clue. Sorry.
Report, edit, etc...Posted by KaboomHahahein on 2005-01-09 at 23:01:21
Is the COP system when you place the COP of the beacon you make somthing at the COP?

Speaking of COP. I am having a problem...

When the flags apear on the beacon, the COP button is gone. How can I get the COP back? Removing the flag doesn't work.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-09 at 23:04:37
yes, you will hit the string limit. A string is used for everthing that will display in the String Editor of starforge. Display text actions, Trigger Comments, Unit Renaming, and anything else you rename. Comments do not use strings. nor do default unit names, or any string already in the game hardcode (a melee map uses 0 strings). i believe there is also a character limit (though I don't know what it is). So you can't have 1028 10,000 character strings.

There is no trigger limit. There is only a) so many triggers your map is huge and their actions/waits inevitably stack b)the use of too many switches or strings

QUOTE
When the flags apear on the beacon, the COP button is gone. How can I get the COP back? Removing the flag doesn't work.


You can't. Though I suppose you could sneakily remove and replace the beacon (can beacons be made by triggers; I forget)
Report, edit, etc...Posted by SA_Max71 on 2005-01-09 at 23:06:12
QUOTE(KaboomHahahein @ Jan 9 2005, 08:01 PM)
Is the COP system when you place the COP of the beacon you make somthing at the COP?

Speaking of COP. I am having a problem...

When the flags apear on the beacon, the COP button is gone. How can I get the COP back? Removing the flag doesn't work.
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Read my first post, please Kaboom.

If I recall correctly, the flag automaticly replaces itself with a COP flag becon after 60 seconds.
Report, edit, etc...Posted by KaboomHahahein on 2005-01-09 at 23:09:23
It is not 60 seconds. It happens at about 5 minutes I think.

I've already read your first post. I doesn't talk about what I was saying.
Report, edit, etc...Posted by RexyRex on 2005-01-10 at 03:50:29
To get the COP button back after a flag is on the beacon:

Player X brings one flag to 'Beacon'

Remove all flag for player x at 'Beacon'
Remove all beacon for player x at 'Beacon'
Create 1 beacon for player x at 'Beacon'


Works best with hyper triggers..all triggers do...
Report, edit, etc...Posted by KaboomHahahein on 2005-01-10 at 15:36:05
I already tried remaking the beacon. I'm not sure if it actually remade though. But when it does the COP is still not there. It probably did not remake proporly...
Report, edit, etc...Posted by RexyRex on 2005-01-10 at 15:40:57
Are you sure you removed the beacon and the flag then created another one?
Report, edit, etc...Posted by Deathknight on 2005-01-10 at 16:09:24
When the beacon is remade, the flag will instantly re-appear. Which is a pain in the ass. I don't think it can be fixed.
Report, edit, etc...Posted by BeeR_KeG on 2005-01-10 at 16:21:20
COP system is a quite cleevr way of using Flag Beacons. With Flag Beacons you can place a COp which will create a new beacon at that location.
When that beacon ahs been placed you delete it and place another one in the original position so that you can keep making COPs.

Basicly it's great use for a slow target system, and for grid system.
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