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Staredit Network -> UMS Assistance -> Bound Trigger help
Report, edit, etc...Posted by DA)Star on 2005-07-15 at 02:55:35
I'm currently working on my own person bound project, but im having trouble with a few triggers. I would like to know how to make a switch random, so that if it is set it does something, but if it isn't set it will do something else, I'm making each level in the bound, have 2 possible ways of going, so that each time you play the bound, you could get a completely different bound each time. I'm just having troubles with it doing something if the trigger isn't set, i've gotten the first level to work, but its kinda really glitchy and half-baked. I would appreciate any help. The bounds ideas may be released in a public bound, but im only working on a bunch of levels so as to have a large amount of choices for a public bound map.
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-15 at 03:20:08
Use the trigger SET SWITCH: RANDOMIZE SWITCH X. This will make the switch randomly either set or cleared. See your Tutorials Database for more on making random triggers.
Report, edit, etc...Posted by DA)Star on 2005-07-15 at 03:31:10
ive read the tutorial on making random triggers, but for some reason on my map when the trigger randomizes it doesn't make it cleared, its either set or nothing, so ive made it so if its set then it makes a unit in a location, and i have the alternate level wait a couple of seconds then check if theres a unit there, and if there is it doesn't go but if there isn't it goes, its just really angering me, i've tried many things and nothing seems to work quite the way i want it, or it works the way i want it but its only possible for the first level. anyways appreciate the reply.
Report, edit, etc...Posted by Nemus on 2005-07-15 at 04:34:04
If you want my 0.5$ here it is:

I'd not choose switches to randomize because that way is more complicated than for instance make a zergling roam around in a small area and then make the game be different depending on wich location the zergling is in.

That's only how I would solve it.
Report, edit, etc...Posted by Zell-III on 2005-07-15 at 09:42:13
Well, the switch is ganna start cleared and if it is on randomize it should go to set or clear
if it doesnt clear than there must be something wrong with your triggers or you haven't
tested it enough times to see if it is i've played a map before that seemed like it was not random but the way it sounds if the first level works than maybe since u cant clear to stop it u need an aditional side switch to be set with your randomize triggers

Trigger
Players:
¤ All Players
Conditions:
¤ Switch(Switch1, Set);
¤ Switch(Switch2, Set);
Actions:
¤ (this is your bound pattern)


the secound switch can be your random 1 wih another 1 set so you can clear it the same way biggrin.gif make another trigger and change your randomized switch is cleared
that should give you 2 full triggers (along with ur trigger to clear non randomized trigger to start next ob)
Report, edit, etc...Posted by Corbo(MM) on 2005-07-15 at 11:26:23
QUOTE
I'm making each level in the bound, have 2 possible ways of going

simple what you can do is use 2 switches like they are two levels hard and easy
ok let's say i chose hard so trigger will be
Trigger
Description:
Hard
Players:
¤ Player Who started the obstacle
Conditions:
¤ Player "Bounders" Bring At least "1" "Bounder unit" to "start obstacle 1"
¤ Hard Switch is set
Actions:
¤ (Bound Pattern For Hard Switch)



ok now let's say i chose easy

Trigger
Description:
Easy
Players:
¤ Player Who Started The obstacle
Conditions:
¤ Player "bounders" Bring at least " 1 " "Bounder unit" to "start obstacle 1"
¤ Easy Switch is set
Actions:
¤ (bound pattern for easy switch)


just use 2 diferent switches at beggining and when a ob is starting make conditions like that and make the two diferent ways in two diferent triggers

If you did not get it Feel free to PM me
Report, edit, etc...Posted by DA)Star on 2005-07-15 at 14:03:14
I'm gonna try useing the 2 switches one, one randomizes and one is set, so i can still clear the level. appreciate the replies and assistence.
Report, edit, etc...Posted by Spartan-004 on 2005-07-17 at 21:52:20
Ive tried doing sumthing like that too.. but then i realised.. its waaaay 2 much work so i just put the simple easy or hard.. if u bring ..lets say a marine to easy.. its easy obsticles. if u bring a marine to hard, its hard obsiticles.
Report, edit, etc...Posted by Snipe on 2005-07-17 at 22:09:45
See bounds are very easy to me no matter how complicated or original the bound gets. I see everything is done here but just to let you know if you have a question i will help you. You can just Pm me or msg me on bnet. Oo.snipe.oO@useast.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-18 at 02:18:52
QUOTE(DA)Star @ Jul 15 2005, 02:31 AM)
but for some reason on my map when the trigger randomizes it doesn't make it cleared, its either set or nothing
[right][snapback]262861[/snapback][/right]


Thats impossable, a switch can only be in two differant states Set or Clear there is no nothing. Switches start the game out clear.
Report, edit, etc...Posted by Zell-III on 2005-07-18 at 16:22:57
QUOTE(Spartan-004 @ Jul 17 2005, 09:52 PM)
Ive tried doing sumthing like that too.. but then i realised.. its waaaay 2 much work so i just put the simple easy or hard.. if u bring ..lets say a marine to easy.. its easy obsticles. if u bring a marine to hard, its hard obsiticles.
[right][snapback]264552[/snapback][/right]


Sorry Spartan but if haven't relized the hard easy way isn't original and is actaully more work 6(or)5 triggerz is harder than 3(or)4 and besides whats more "kewl" than a random obstacle for each level? happy.gif
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