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Staredit Network -> UMS Assistance -> Making a bound going through twice
Report, edit, etc...Posted by Spartan-004 on 2005-07-19 at 03:00:33
Hi, this is Spartan-004,
and i was just wondering, how do you make a bound going through itself twice?
As in, just like Circle Bound, you do a certain amount of levels, and then when your at last level, it teleports you to the first level, and you do it allll over again,
But harder.

ive tried to od this numerous ways.

Worked on it or atleast 6 hours mad.gif cry.gif

Please helpsmilie.gif people, i cant finish my bound without you!

[COLOR=green]Spartan-004
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-19 at 03:22:41
Just use a MoveUnit(); action and write the higher-level triggers to re-use the same locations. I think that this is what you want.
Report, edit, etc...Posted by Spartan-004 on 2005-07-19 at 03:27:12
QUOTE(DT_Battlekruser @ Jul 19 2005, 01:22 AM)
Just use a MoveUnit(); action and write the higher-level triggers to re-use the same locations.  I think that this is what you want.
[right][snapback]265409[/snapback][/right]


But then when you start at the first lvl, it will happen, instead of it waiting until you get to the end, and then it teles, you, and then the differant scwitch starts. But i dont know how to make it do that.
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-19 at 03:29:35
Huh? Have the end of the bound say something like "If deaths is x add 1 to death count, and say that for each possible level. Then you can have the unit trip the end of level trigger to make it do different things. I know I'm not explaining this well...
Report, edit, etc...Posted by ShadowBrood on 2005-07-19 at 04:14:47
Make sure you have all of your bound obstacles set to activate to a switch or death counter.

Then, when the Bounder reaches the end point, set a death counter for a completely unused unit to.. 10 for example.

Now, use a bring unit to location and deaths for that unit are exactly 10 condition and set the action to activate the switch or death counter.

Sorry, I'm too lazy to show you the trigger.
Report, edit, etc...Posted by HeRtZ on 2005-07-19 at 04:29:48
Once you go to the last level set a switch and move the units, make sure all of your levels switche's are cleared. Once you get to the last level Set your switch and create units at the first level and move all the bound units to the first level area.
Report, edit, etc...Posted by Zell-III on 2005-07-19 at 10:41:40
All you need to do is make 1 switch to indacate 1st time around then 2nd switch for secound time around then do regular obstacle around with your original locations and a switch for every obstacle normally.

hope that helps happy.gif
Report, edit, etc...Posted by Spartan-004 on 2005-07-19 at 13:19:44
Hertz, if I do that , when i get to the end of the first level, the round 2 lvl 2 will be cleared. thats whats the problem is now.
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-19 at 13:23:35
Look, do not use switches. Use death counters. Your triggers would then look something like this:

C:
-Deaths of Cantina for P8 is 1
A:
-{do level 1 bound actions}
-preserve

C:
-Current Player brings at least 1 bounder to end 1
-Deaths of Cantina for P8 is 1
A:
-center location respawn on bounder owned by current player at end 1
-add 1 deaths of cantina for player 8
-preserve

~~and so on~~

Let's say there's 9 more levels. Then after level 10, teleport the bounder back to the start and do this:

C:
-Deaths of Cantina for P8 is 11
A:
-{do level 11 bound actions (reusing the level 1 locations)}
-preserve

C:
-Current Player brings at least 1 bounder to end 1
-Deaths of Cantina for P8 is 11
A:
-center location respawn on bounder owned by current player at end 1
-add 1 deaths of cantina for player 8
-preserve

That ought t work.
Report, edit, etc...Posted by Corbo(MM) on 2005-07-19 at 19:43:21
No Don't Use Death Counters
Switches Are Easier To Manipulate
Have This:
For First Round at the beggining have a switch being set
-Always -set switch "round 1 of bounds"

Now to start an obstacle it's
-player X Brings at least 1 zergling at location "start"
-Switch "round 1 of bounds" is set -set switch "ob 1"

Now to make an ob:
Switch "ob 1 " is set -[Your ob]

and it keeps going until you get where you want it to start round to and it is:
-Player X Brings at least 1 zergling to location "End"
-Switch "round 1 of bounds" is set
Actions:
-Clear "round 1 of bounds"
-set "round 2 of bounds"
-move all zerglings for "bounders" at "end" to "start"

So to start the new circle it will be
Player x brings at least 1 zergling to "start"
Switch "round 2 of bounds" is set.....

And repeat everything
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-20 at 00:33:10
Using a bazillion switches to make a integer variable is pointless and a complete waste. Instead of using 50 switches for 50 levels, one death counter can accomplish the same feat.
Report, edit, etc...Posted by Spartan-004 on 2005-07-20 at 02:03:53
Battle, the problem is: Ive NEVER used a death counter in my life.
I am not an uber map maker n stuff like that, i WAS good but now, ive pretty much lost my talent because I was in Clan MMC(Master Map Creators)
and they tought me EVERYTHING. But the leader decided to quit the clan do it died.
8 months later I decide I want to make maps again.
i forgot ALOT.
I remember everything I knew before except for Death Counters.

[COLOR=green]Spartan-004
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-20 at 11:08:37
Death counters work like simple integer variables. They are, in fact, more simple to use than switches.

We have tutorials for everything!

http://www.staredit.net/index.php?tutorial=124
Report, edit, etc...Posted by Corbo(MM) on 2005-07-20 at 19:15:39
QUOTE
Using a bazillion switches to make a integer variable is pointless and a complete waste. Instead of using 50 switches for 50 levels, one death counter can accomplish the same feat.


Nope You just use 1 more switch additional to what you use in your levels you don't use a "bazillion" of switches.
Report, edit, etc...Posted by DT_Battlekruser on 2005-07-21 at 00:26:01
To use switches to detect current level would require, in common method, one switch for each level. Presuming this bound has more than 2 levels, you would need multiple switches for the method you described.
Report, edit, etc...Posted by Red2Blue on 2005-07-21 at 07:20:43
Heh, no offense but, every time I read one of these help posts, I see all these people throwing a whole bunch of triggers and systems in the person's face, which does nothing at all for them at all. I also see the supposed "helpers" pay no attention at all to the person's real problems, which they address and ask help about. Also, I find that people all of a sudden go on these silly debates about whats more efficient then what, how does this help the person who needs help? Why does it matter anyway? If it works it works. Some people like using certain things because its easier for them to understand.

Also, I speak for the average person when I say this: "People dislike reading." Straightforward and simple. Get to the point. It helps.


Back on topic...




QUOTE
Hertz, if I do that , when i get to the end of the first level, the round 2 lvl 2 will be cleared. thats whats the problem is now.


Please post the most current version of your map so that we can help you. If you feel that you are uncertain of other's motives, send me the map personally. Ill take a look at it and tell you how to go about fixing the problem of the level clearing.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-22 at 05:29:16
I think the problem you have is the way you set up your triggers. Weather or not you use switches or death counters you go about the same approch.

Here is an example of a few triggers you would use.
To End Level 3...
Trigger
Conditions:
¤ Force 1 brings at least one men to location 'End Level 3'
¤ Player comp suffers exactly 3 deaths of unused unit.
Actions:
¤ Set Deaths for 'unused unit to 4 for computer player.


Then you would have a trigger for level 4's obsticals like this...
Trigger
Conditions:
¤ Player Comp suffers exactly 4 deaths of unused unit
Actions:
¤ Bound Triggers


Now lets say the player has done a compleat rotation now (lets say a rotation is 10 levels). So the location that ends level 3 would be the same location that ends level 13.
So you need to set your conditions to only end the obstical if the previous one is going. IE End level 3 only if level 3 is going. The same trigger for the next round would be this.

Trigger
Conditions:
¤ Force 1 brings at least one men to location 'End Level 3'
¤ Player comp suffers exactly 13 deaths of unused unit.
Actions:
¤ Set Deaths for 'unused unit to 14 for computer player.





Now you could do the same thing very easly with switches as long as you have a switch making sure it only ends the level your currently on.

Now some people have been saying you only need Just one more switch for the next round. Witch is also possable. You would have a set of switches (one for each physical spot on the map) and another switch that just tells you what round your on. Then you would check both switches in each trigger that ends the levels and starts the next. (you could also use the switches as a binary counter for the levels if your trying to save as much switches as possable but lets not get into that)

Hope this helps.
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