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Staredit Network -> UMS Assistance -> Help with an ob trig
Report, edit, etc...Posted by opossum131 on 2005-07-05 at 03:19:37
OK i've got this ob where there are 7 5x5 boxes running virtically, each is a such trap
the thing is.. each box will be faster and faster as u get further down... how do i make this trigger? ask if u wanna see the map for a clearer understanding

ty
-dan
Report, edit, etc...Posted by HeRtZ on 2005-07-05 at 03:29:54
easy just do something like this

Conditions :
Switch(whichever) is set

Actions :
CreateUnit(whicheverunit and where)
wait(500)
CreateUnit(whicheverunit and where)
wait(400)
CreateUnit(whicheverunit and where)
wait(300)
CreateUnit(whicheverunit and where)
wait(200)
CreateUnit(whicheverunit and where)
wait(100)
preservetrigger();
comment(obstacle)

add hypers so it will run smoothely
Report, edit, etc...Posted by pimpinelephant on 2005-07-05 at 03:46:20
yeah, and don't forget to set the switch first lol tongue.gif and remember to put the hypers either at the end of the list or for another player like a comp.
Report, edit, etc...Posted by opossum131 on 2005-07-05 at 03:56:40
QUOTE(HeRtZ @ Jul 5 2005, 01:29 AM)
easy just do something like this

Conditions :
Switch(whichever) is set

Actions :
CreateUnit(whicheverunit and where)
wait(500)
CreateUnit(whicheverunit and where)
wait(400)
CreateUnit(whicheverunit and where)
wait(300)
CreateUnit(whicheverunit and where)
wait(200)
CreateUnit(whicheverunit and where)
wait(100)
preservetrigger();
comment(obstacle)

add hypers so it will run smoothely
[right][snapback]253360[/snapback][/right]



but like... wouldn't itj ust end up doing a streak? cuz it will have to finish the switch before it retarts it again... so the one that i'd want "100 wait" will really turn out to be longer..? or am i just conmfusing myself =/
Report, edit, etc...Posted by pimpinelephant on 2005-07-05 at 04:05:28
Trigger
Conditions:
¤ Switch is Cleared
Actions:
¤ Set Switch
¤ Preserve Trigger

Trigger
Conditions:
¤ Switch is Set
Actions:
¤ Create Unit at Location
¤ Kill All Units at Location
¤ Wait 500
¤ Create Unit at Location
¤ Kill All Units at Location
¤ Wait 400
¤ Create Unit at Location
¤ Kill All Units at Location
¤ Wait 300
¤ Create Unit at Location
¤ Kill All Units at Location
¤ Wait 200
¤ Create Unit at Location
¤ Kill All Units at Location
¤ Wait 100
¤ Clear Switch
¤ Preserve Trigger


add hypers and then i think that should solve ur problems... i hope.
Report, edit, etc...Posted by in_a_biskit on 2005-07-05 at 08:06:50
Do you want this kind of sucking trap?
It may help to use death counters to slow down the sucking traps.

pimpinelephant's method has the same effect as HeRtZ's, except that it will always run because the switch is always set. Both make a sequence of explosions which get closer and closer together. Neither is a sucky trap setup. The whole sequence repeats, not each individual box, so the frequency of all the explosions is the same.
Report, edit, etc...Posted by Centreri on 2005-07-05 at 12:17:45
If u want it to start automatically after it ends, u can make it 2 triggers, though im sure theres an easier way. You can do the starting trigger, in which condition is 'always' or 'bring unit to location', and then make continuing trigger, so when the ob appears at the last location waits some timeand then appears at first location again. Millions of ways.. sly.gif
Report, edit, etc...Posted by LethaL on 2005-07-06 at 16:15:53
Or do you want it like a tournament bound, like Chinese, where it goes once, then gets faster after each set?
Report, edit, etc...Posted by LegacyWeapon on 2005-07-06 at 16:19:55
Here is a tournament bound setup:
Report, edit, etc...Posted by Oo.Deamon.oO on 2005-07-06 at 22:57:52
What si that legacy? I made HELL Bound, then some nub made one, and now ANOTHER one?
Report, edit, etc...Posted by LegacyWeapon on 2005-07-07 at 10:13:34
I was planning on making one. [Insert Word Here] Bound has been created for every word so do go around saying someone stole your title.

It's not complete anyways.
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