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Staredit Network -> UMS Assistance -> Switches
Report, edit, etc...Posted by (Dual)Archon on 2005-01-13 at 22:47:40
Hey im having trouble with making switches like when you bring bounder then you set switch??? im confused because they talk about actual killing switches so i need help with if you bring unit there set switch??? can anyone tell me the condiation and trigger????
I think they should make 2 tutorials for switches!!!!
Report, edit, etc...Posted by MindArchon on 2005-01-13 at 22:51:03
Here.

Make a switch for every obstacle.

And at the start of hte bound set the first one.

When they get through the obstacle, clear the first one and set the second one.

And make a trigger so the obstacle only works if that level's switch is set.
Report, edit, etc...Posted by (Dual)Archon on 2005-01-13 at 22:53:25
Sorry if im spamming but how you do that trigger box so i can show u what i did?
Report, edit, etc...Posted by KaboomHahahein on 2005-01-13 at 22:54:49
You see at the top of your reply there are white code buttonw? There is one called Trigger. You use that for making triggers in here.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-13 at 22:55:28
no, do this.

Trigger
Conditions:
¤ Player brings at least 1 bounder to "end level 1"
Actions:
¤ Set Deaths for player 8 Set to 2 Cantina
¤ Display text "You beat Level 1"


and so on for other levels.

Then use if deaths of Player 8 cantinas is ____ as a condition for obstacles. Desth counters are better than switches for things like level counters. The only really good use for switches is their great power of randomization.
Report, edit, etc...Posted by (Dual)Archon on 2005-01-13 at 22:58:23
Huh where??? and Dt Kruser thats a bit hard to understand can you say set switch n stuff???
Can you help me like say set switch1 or sumthing to unconfuse me...?
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-13 at 23:02:44
For bound levels: Forget switches, use Death Counters. The work like a variable, you can set them to a number, and then say if blah death counter is equal to blah as a condition.
Report, edit, etc...Posted by (Dual)Archon on 2005-01-13 at 23:05:51
CONFUSING!!! ='(
Report, edit, etc...Posted by KaboomHahahein on 2005-01-13 at 23:14:47
Like this


Trigger
Description:
End first level. Location to end will be called "Endlevel1"
Players:
¤ force1
Conditions:
¤ Deaths for force 1 is exaclty 1 "unit"
¤ bring atleast one bounder guy to endlevel1
Actions:
¤ Setdeaths set to 2 "units"
¤ Kill trigger, create trigger here


The deathcount for the 1 unit will be set ebfore the level starts or not even have a death counter because it is the first level.
Report, edit, etc...Posted by (Dual)Archon on 2005-01-13 at 23:19:25
QUOTE(KaboomHahahein @ Jan 13 2005, 10:14 PM)
Like this





Trigger
Description:
End first level. Location to end will be called "Endlevel1"
Players:
¤ force1
Conditions:
¤ Deaths for force 1 is exaclty 1 "unit"
¤ bring atleast one bounder guy to endlevel1
Actions:
¤ Setdeaths set to 2 "units"
¤ Kill trigger, create trigger here


The deathcount for the 1 unit will be set ebfore the level starts or not even have a death counter because it is the first level.
[right][snapback]124966[/snapback][/right]

Report, edit, etc...Posted by CheeZe on 2005-01-13 at 23:19:32
Switches are booleans in programming. They are on and off. If you were to make a level system and wanted certain levels on and off, it's suggested you use a different kind of variable. Rather than having true and false (set and cleared), you use 0,1,2,3,4...

Since any level's off position is exactly identical, only the on position will be used, thus a "counter", or variable can be used to detect which level it is.

Death counter is just another way to keep track of certain amount of numbers within a given variable. Other include custom scores and points.

So, what you would do is have 0 custom score (or death count, it's exactly the samething), which by the way, is default.

Then, make a trigger that executes for each score above 0 with the condition:

Player's Custom Score is Exactly X

or

Player has Suffered Exactly X Deaths.
Report, edit, etc...Posted by KaboomHahahein on 2005-01-13 at 23:20:29
What was the point to quote my reply as a post?
Report, edit, etc...Posted by (Dual)Archon on 2005-01-13 at 23:26:23
This Was the trigger i Did

Trigger

Description: Switches

Players:Bounders

Conditions:Set switch1

Actions:Create 1 scout kill scout at location etc.

Then!!!
Trigger

Comment: End Obstacle 1

Player: Bounders

Action When Bounders bring at least one Bounder To End1

Clear Switch1

Set Switch 2

It Didnt work!!!!
Report, edit, etc...Posted by brutetal on 2005-01-13 at 23:27:25
Its not confusing, well not if you got a like a 134 IQ level. lol like me! Well usally your first is the hardest but as you conintue to use it and stuff you should get the hang of it. Thus it shall be easy for you. Besides your average that means you got alot of things to learn! Some are fun and hard but what it comes out and if done right should be cool!
Report, edit, etc...Posted by (Dual)Archon on 2005-01-13 at 23:30:02
[quote=CheeZe(U),Jan 13 2005, 10:19 PM]
Switches are booleans in programming. They are on and off. If you were to make a level system and wanted certain levels on and off, it's suggested you use a different kind of variable. Rather than having true and false (set and cleared), you use 0,1,2,3,4...

Since any level's off position is exactly identical, only the on position will be used, thus a "counter", or variable can be used to detect which level it is.

Death counter is just another way to keep track of certain amount of numbers within a given variable. Other include custom scores and points.

So, what you would do is have 0 custom score (or death count, it's exactly the samething), which by the way, is default.

Then, make a trigger that executes for each score above 0 with the condition:

Player's Custom Score is Exactly X

or

Player has Suffered Exactly X Deaths.





Dont Spam Brutetal
Report, edit, etc...Posted by KaboomHahahein on 2005-01-13 at 23:36:23
QUOTE((Dual)Archon @ Jan 13 2005, 11:26 PM)
This Was the trigger i Did

Trigger

Description: Switches

Players:Bounders

Conditions:Set switch1

Actions:Create 1 scout kill scout at location etc.

Then!!!
Trigger

Comment: End Obstacle 1

Player: Bounders

Action When Bounders bring at least one Bounder To End1

Clear Switch1

Set Switch 2

It Didnt work!!!!
[right][snapback]124978[/snapback][/right]



It should be in conditions Switch 1 is set then in actions set switch 2 and make your kill and create triggers.

Here I'll give you my bad bound I made a long time ago to look at the triggers.

I'll just PM it to you.
Report, edit, etc...Posted by chuiu on 2005-01-14 at 01:38:51
Make your life simpler and show us the map. This is getting way out of hand.

And also, we have a tutorial on switches.

http://www.staredit.net/index.php?act=tuto...&title=Switches
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