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Staredit Network -> UMS Assistance -> Trouble Switches
Report, edit, etc...Posted by (Dual)Archon on 2005-01-14 at 23:47:01
When player gets there i have trouble setting next obstacle kaboomhahahein i didnt really get ur bound sorry....
Report, edit, etc...Posted by SA_Max71 on 2005-01-15 at 00:05:19
Switches, by default, are cleared when a game starts. So, lets say you want to give a player minerals if a switch is set and there aren't any triggers that will set this switch. This player won't receive any money unless there is a trigger that sets the switch.

Now then, lets say you triggers for 3 obstacle. The triggers for each obstacle are only activated when a switch is set. First, make a trigger that will set, for example, obstacle 1. As soon as this trigger has fired, all of the triggers used in obstacle 1 will fire. Then, when a player brings a unit to obstacle 2, set switch "obstacle 2". The triggers for obstacle 2 will fire. Do this for all of the obstacle you have, or better yet, use a death count (which I think is better).

I hope this helps. If it doesn't, I might make a map to demonstrate this concept.
Report, edit, etc...Posted by (Dual)Archon on 2005-01-15 at 00:20:22
I Dont get The Death Counter Im Not Super advanced Map Maker im Average
Report, edit, etc...Posted by LegacyWeapon on 2005-01-15 at 00:20:45
In other words, use bring unit to location condition and switches to control the levels. When different switches are set, then do different things... You are an average you know... I would hope...
Report, edit, etc...Posted by (Dual)Archon on 2005-01-15 at 00:27:22
Sorry legacy but can u make a trigger box so i can copy and print it out???
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-15 at 01:17:57
QUOTE((Dual)Archon @ Jan 14 2005, 11:27 PM)
Sorry legacy but can u make a trigger box so i can copy and print it out???
[right][snapback]125581[/snapback][/right]


I'll do it for you

Trigger
Players:
¤ Player
Conditions:
¤ Condition 01
¤ Condition 02
Actions:
¤ Aciton 01
¤ Action 02


While i'm at it i'll go ahead and make your map too, cause if were going to write your triggers for you we might as well do all the rest of your work. Since your not learning to do anything for yourself.

Sorry, i'm not in the most helpfull mood now. Half of it is the average person not knowing how to use switches.
Report, edit, etc...Posted by High on 2005-01-15 at 01:32:34
So mean to the newbies bolt.

On the trigger making the explosions for teh first one you would put

Trigger
Players:
¤ Players
Conditions:
¤ Switch 1 is clear
Actions:
¤ Explosions, etc


Then


Trigger
Description:
Next
Players:
¤ Players
Conditions:
¤ Players bring 1 unit to "EndofObsatble1"
Actions:
¤ Set "Switch 1"



THis will stop the first part of it, then you do the second part

Trigger
Players:
¤ Players
Conditions:
¤ Switch 1 is set
Actions:
¤ Explosions, etc


And continue on like that, death counters would be alot better though, they arent very hard

Trigger
Players:
¤ Players
Conditions:
¤ Player 1 has suffered 0 deaths of (any unsed unit)
Actions:
¤ Explosions, etc




Trigger
Description:
Next
Players:
¤ Players
Conditions:
¤ Players bring 1 unit to "EndofObsatble1"
Actions:
¤ Set Deaths of (same unit as above) - add 1


then

Trigger
Players:
¤ Players
Conditions:
¤ Player 1 has suffered 1 deaths of (same unit)
Actions:
¤ Explosions, etc


and


Trigger
Description:
Next
Players:
¤ Players[/p]
Conditions:
¤ Players bring 1 unit to "EndofObsatble2"[/c]
Actions:
¤ Set Deaths of (same unit) - add 1[/a]


And keep on doing it like that.

Im only doing this cause im bored btw
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