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Staredit Network -> UMS Assistance -> Arg... Switch help!
Report, edit, etc...Posted by Staredit.Net Essence on 2005-07-21 at 01:57:12
This is really killing me...

Ok, I'm making a survival map here and I am having Red control the waves of enemies.

Here is the problem.

What I want is for the timer to STOP when Red does not have a civilian on one of the wave beacons, but it does tick down when the civilian is ON one of the beacons.

I realise this can be done through the switches. I tried to do it myself but quickly found myself VERY VERY confused.

This is how I had it up before. And then realised it wouldn't work

5 different triggers set up, all the same just a different location. Rather then post them all I'll just list it as one. (5 different sets of waves.)
C:
P1 brings exactly 0 (unit) at (wave1,2,3,4,5)

A:
Pause timer.
Preserve tigger
Comment

Now naturally, it wouldn't work since the timer stays paused because P1 doesn't control a civ on the OTHER wave beacons.


Now, I thought about this. But it quickly went over my head.

On each of the wave triggers I have 5 switches set like this. I'll take wave 1 as an example.

C:
P1 brings exactly 1 Civ to Wave1

A:
Set switch: Wave1
Clear Switch 2
Clear Switch 3
Clear Switch 4
Clear Switch 5
Create 10 Zergling at Spawn 1
Create 10 Zergling at Spawn 2
Create 10 Zergling at Spawn 3
Create 10 Zergling at Spawn 4
Wait 10 seconds
Preserve Trigger

And then SOMEHOW link a unpause trigger to this.

But, theres where it gets confusing sad.gif

Anyone understand my aweful (I think...) explanation?
Report, edit, etc...Posted by l)ark_13 on 2005-07-21 at 02:12:43
Okay, I kind of understand your aweful explaination tongue.gif But no worries, I think I can help you.

You need two trigger:
1. One to tell the timer to start when there is a civ on a beacon
2. One to tell the timer to stop when a civ isn't on a beacon

->switch 1 is level 1
->switch 2 is a universal switch that you set at the beginning of all levels so in trigger 2 the timer can stop

Okay, so:
Conditions:
-Switch1 is cleared
-Switch2 is cleared
-Player brings at least 1 civ to beacon
Actions:
-Set switch1
-Set switch2
-Unpause timer
-Do 'Wave of Enemies"
-Preserve Triggers (optional)

Conditions:
-Switch2 is set
-Bring exactly 0 civ to beacon
Actions:
-Clear all wave switchs (level1, level2, level3, etc...)
-Clear switch2
-Pause Timer
-Preserve Trigger

So, when you put a civ on a beacon he sets the level and Switch2. When switch two is set and you bring 0 civs to the Beacon that tells the trigger that you have stopped that level and to stop all levels and pause the timer.
Is this what you were looking for?
Report, edit, etc...Posted by Subrosian on 2005-07-21 at 03:48:22
That'll work, but...

Don't use switches for levels! You should use death counters, since they are simpler to use. However, the other triggers l)ark_13 mentioned are fine.
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