Staredit Network

Staredit Network -> UMS Assistance -> Display message to multiple players.
Report, edit, etc...Posted by Gigins on 2006-04-14 at 03:11:26
Like how? tongue.gif

Anyway, it's kill score...

Trigger
Description:
example
Players:
¤ Insert your here
Conditions:
¤ player 1 has 100 kill score
Actions:
¤ Show message "player 1 killed something" to ALL players...

Report, edit, etc...Posted by Kenoli on 2006-04-14 at 06:10:16
You could do it like this.
Trigger
Description:
Text Message
Players:
¤ P1, P2, P3, P4, P5, P6
Conditions:
¤ Player 1 has 100 kill score.
Actions:
¤ Display message "Player 1 killed something" to All players.


Trigger
Description:
Reset
Players:
¤ P7 or P8
Conditions:
¤ Always
Actions:
¤ Set kill score to 0 for P1.
¤ Etc. (Clear other conditions)

Report, edit, etc...Posted by Gigins on 2006-04-14 at 06:14:47
Thats a bit messy.
Report, edit, etc...Posted by Kenoli on 2006-04-15 at 15:02:58
QUOTE
Thats a bit messy.
All it's doing is clearing the condition after the players get the text message.
Seems less messy than having a seperate trigger for each condition and branching it off to each player on a force with a death count.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-04-15 at 15:45:23
QUOTE(Kenoli @ Apr 15 2006, 01:02 PM)
All it's doing is clearing the condition after the players get the text message.
Seems less messy than having a seperate trigger for each condition and branching it off to each player on a force with a death count.
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I agree with Kenoli. Sometimes its easier to seperate the probolem actions from the main trigger than to seperate the text. Like if you doing some big movie scene and you need to create a unit during that It would be easier to use a differant trigger to create the unit than to have tons of triggers for all the text used.

It might not be true in this situation but you shouldn't overlook the possablity. The condition isn't as important as the actions you need to mix it with.
Report, edit, etc...Posted by Gigins on 2006-04-15 at 15:54:31
I kinda waited for you to post tongue.gif

Anyway, it's still 2 triggers for each message. I don't know. I just like Farty's way better. Maybe because I like everything in certain order. Besides the current 60 triggers work just perfect, I'm not interested in remaking them now bleh.gif
Report, edit, etc...Posted by Kenoli on 2006-04-15 at 17:39:07
QUOTE
Anyway, it's still 2 triggers for each message.
You can use one trigger to clear more than one condition.
Report, edit, etc...Posted by Gigins on 2006-04-15 at 17:43:59
There is 1 thing I really don't like about condition clearing in cycles(your way). If there are multiple triggers with similar conditions in a row, they all will shoot before the conditions are cleared. I have had problems with that in past.
Report, edit, etc...Posted by Kenoli on 2006-04-15 at 19:05:05
QUOTE
There is 1 thing I really don't like about condition clearing in cycles(your way). If there are multiple triggers with similar conditions in a row, they all will shoot before the conditions are cleared. I have had problems with that in past.
What do you mean similar conditions in a row?
Report, edit, etc...Posted by Gigins on 2006-04-15 at 19:23:02
Well, your method clears the conditions in the end of cycle. Like if there is a trigger with condition like "p1 has 90 kill score" after 1st trigger, it would run because conditions are cleared only after whole 6 players.

I prefer clearing conditions in the same trigger to avoid stupid stuff tongue.gif
Report, edit, etc...Posted by Kenoli on 2006-04-15 at 20:42:47
QUOTE
Well, your method clears the conditions in the end of cycle. Like if there is a trigger with condition like "p1 has 90 kill score" after 1st trigger, it would run because conditions are cleared only after whole 6 players.
There are ways to neutralize that effect. I doubt you are interested in learning more about this method so I won't explain.

Just do whatever works. =)
Report, edit, etc...Posted by PCFredZ on 2006-04-15 at 20:58:41
The only problem with Kenoli's idea of using death counts is, as you said, the inability to display more than 1 message in a single trigger cycle.

While you can use separate death counts, you will then need separate death count clearing actions at the end of the cycle.

Therefore, why not use unit creation? Instead of adding/subtracting deaths, just create a unite in an isolated area. You can use a single unit for more than 1 message as well, by creating multiple units and using the Exactly modifier. At the end of the cycle, clear all Men from that area instead of setting deaths to zero.
Report, edit, etc...Posted by Kenoli on 2006-04-15 at 21:51:16
That blows my mind.

QUOTE
The only problem with Kenoli's idea of using death counts is, as you said, the inability to display more than 1 message in a single trigger cycle.
The method I posted dosen't have anything to do with death counts and there's no problem with displaying more than one message at a time.

QUOTE
While you can use separate death counts, you will then need separate death count clearing actions at the end of the cycle.
If you use the method with the death counts there is no need for the end-of-cycle clearing trigger. You can clear the death count in the same trigger as the text message action.

QUOTE
Therefore, why not use unit creation? Instead of adding/subtracting deaths, just create a unite in an isolated area. You can use a single unit for more than 1 message as well, by creating multiple units and using the Exactly modifier. At the end of the cycle, clear all Men from that area instead of setting deaths to zero.
Using unit creation, as you describe it, will accomplish nothing more than using a death count. It will add the need for an isolated area on the map, probably a location for that area, and extra processing power for the game to create/remove units instead of adding/subtracting from a number. If you use many units for this purpose it will create lag.

Also, DEAD has apparently already made the triggers for his map so there is little more to discuss.
Report, edit, etc...Posted by XMercury on 2006-04-16 at 02:16:43
Hey, nice topic.

I'm currently working on a map myself that involves a similar system to this. My intentions were to create 3 independant status bars (displayed by text messages) that always appear in the same place, and the text is preserved, although I have control of it, as I have a text priority system, allowing other text to display over the top of it. I was successful in accomplishing this with minimal triggers.

As for the 3 status bars, each status bar has 10 different strings.

10 Triggers for HP status text
10 Triggers for MP status text
10 Triggers for SP status text
1 Trigger for the Text Priority system

NOTE: Remember, you have to fill the default 11 lines of text, even if it means blank lines of text.

Sorry if this was not of help to you, but if you want to know more, PM me. Oh, and check out my map by clicking the link below. Theres a screenshot with an example of the status bars.
Report, edit, etc...Posted by Gigins on 2006-04-16 at 04:45:55
Kenoli, why to stop this discussion. Yes, I made the triggers already but why not see what better other people can offer? smile.gif

And yea, making unit's would be a waste of location, terrain spot and an actual unit as you cannot create extended units trigger wise tongue.gif
Report, edit, etc...Posted by PCFredZ on 2006-04-16 at 11:23:53
My bad Kenoli, I definitely misread your post.

I still stick by unit creation though, you only need a single location, very small area, and the unit you use can still function in the rest of the map.
Report, edit, etc...Posted by Kenoli on 2006-04-16 at 13:09:09
QUOTE
Kenoli, why to stop this discussion. Yes, I made the triggers already but why not see what better other people can offer?
So sorry =P

QUOTE
I still stick by unit creation though, you only need a single location, very small area, and the unit you use can still function in the rest of the map.
I suppose you could use map revealers. Wouldn't need any extra room for those guys.
Report, edit, etc...Posted by Gigins on 2006-04-16 at 13:32:29
Ok, what priorities has units comparing with DCs?
Report, edit, etc...Posted by Kenoli on 2006-04-16 at 14:46:47
QUOTE
Ok, what priorities has units comparing with DCs?
You could use the Bring condition the same way you would use the Deaths condition, and use Create Unit/Kill Unit actions instead of Set Deaths.
Report, edit, etc...Posted by Gigins on 2006-04-16 at 16:22:32
Yea I understand that. But how is it better than DCs? I mean DCs doesn't use an actual unit, location and terrain spot. Then why does PC rather choose units?
Report, edit, etc...Posted by PCFredZ on 2006-04-16 at 18:45:31
To reset multiple death counts you need multiple actions.

To delete multiple types of units you can use the Men parameter.
Report, edit, etc...Posted by Kenoli on 2006-04-16 at 18:58:35
QUOTE
To reset multiple death counts you need multiple actions.

To delete multiple types of units you can use the Men parameter.
That seems to be an insignificant advantage.
Report, edit, etc...Posted by Steel_Hand55 on 2006-04-16 at 21:57:54
If it saves you time, what the hey, right biggrin.gif? Umm, since i just skipped to the last page, i might have missed something important, but here's a method that i think would work, and im just wondering if there's maybe some major flaw i'm not seeing: C: current player kills score is at least 1
A: set current player kills score to 0
add 1 for current player custom score
preserve

C:current player custom score is at least 1
A: disp 'yadayadayada'
subtract 1 from current player custom score
preserve

Or, if you need messages specific to the unit you killed, you might have to do something ugly, like 'C:kills score is (unit's amont of points)', subtract (unit's amount of points), A:set deaths of whatever to 1(1 would signify 1 unit, say marine, 2 would signify firebat, etc.), preserve. C: deaths of whatever = (whatever # of death count = unit you just killed) A: display 'yadayadayada', set deaths to 0, preserve.

The only flaw i can see with this is if you kill multiple units at near the same time, it would confuse the second extended system. If you use hypers though, this shouldnt be a problem.
Report, edit, etc...Posted by Demaris on 2006-04-17 at 01:02:32

That would be a problem, because one more than one thing has the same kill score, and two, splash damage would have multiple kills at the same time.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-04-17 at 01:40:01
Pretty much all this stuff is circumstantial. It’s like arguing about proper kills 2 money techniques. There is no perfect method, just be aware of the strengths and weaknesses of each and use what best fits.
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