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Staredit Network -> UMS Assistance -> A few questions
Report, edit, etc...Posted by r[s]t on 2005-07-28 at 23:01:52
If i have a music loop, will the wait triggers confuses each other? Cuz i've seen wait triggers conflict eachother before, if so, whats the solution?

IN some maps i see text done real nicely, its like they know how where every word would apeear in the map on game. HOw do u do that? IS there a guide?

And how do you make text stay on screen as long as until the player does stomething to signal he's done reading?



Report, edit, etc...Posted by I-X-King-X-I on 2005-07-28 at 23:04:15
for the done reading part, you can estimate the time it takes for people to read and have a wait trigger that long then preserve trigger, and if he doesnt read it all well he shoudl catch the rest the 2nd time
Report, edit, etc...Posted by (U)Bolt_Head on 2005-07-29 at 00:01:44
QUOTE(r[s]t @ Jul 28 2005, 10:01 PM)
If i have a music loop, will the wait triggers confuses each other?  Cuz i've seen wait triggers conflict eachother before, if so, whats the solution?

IN some maps i see text done real nicely, its like they know how where every word would apeear in the map on game.  HOw do u do that?  IS there a guide?

And how do you make text stay on screen as long as until the player does stomething to signal he's done reading?
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Only one wait can run per player at any given moment, So if you use a wait that runs all the time for your music loop under several players then that could cause alot of problems.

Aligning your text is mostly trial and error. But there are a few suggestions. First off to center text use the overlap back mark infront of the text.
Second starforge's string editor displays text accurately as long one or less overlap marks are used.

Lastly to make the text stay on the screen you preserve the trigger and display it over and over again until there done. Then you clear it by making a blank display text.

Here is what i did in hoth.

Conditions:
-Current player brings at least one men to Location Note 1
Actions:
-Display Text "blah"
-Set Deaths for current player to 1 for 'unused unit'
-Preserve Trigger

Conditions:
-Current player suffers exactly 1 death of 'unused unit"
-Current player brings exactly 0 men to Note 1:
-Current player brings exactly 0 men to Note 2:
-Current player brings exactly 0 men to Note 3:
Actions:
-Display text (11 blank lines)
-Set Deaths of unused unit to 0 for current player\
-Preserve Trigger

Anyways first Starcraft can only display 11 lines of text. So to compleatly overwrite a display text display 11 lines. If you display the same text that contains 11 lines over and over again it will just overlap.

So for my example with my triggers when there on the location wher the note is then The Note's text continues to display over and over again. Then as soon as they leave a blank display text is used to clear it out.

Also I have to use a "death switch" so it doens't keep clearing when there not there. (not allowing players to talk). Lastly i thought it was cool how I just added all the locations to my clear trigger and used the same trigger. (since none of the locations overlap or anything)
Report, edit, etc...Posted by r[s]t on 2005-07-29 at 00:53:44
taht pretty much answers it all....
Report, edit, etc...Posted by r[s]t on 2005-08-11 at 00:58:14
QUOTE((U)Bolt_Head @ Jul 28 2005, 08:01 PM)
Only one wait can run  per player at any given moment,  So if you use a wait that runs all the time for your music loop under several players then that could cause alot of problems.

Aligning your text is mostly trial and error.  But there are a few suggestions.  First off to center text use the overlap back mark infront of the text.
Second starforge's string editor displays text accurately as long one or less overlap marks are used.

Lastly to make the text stay on the screen you preserve the trigger and display it over and over again until there done.  Then you clear it by making a blank display text.

Here is what i did in hoth.

Conditions:
-Current player brings at least one men to Location Note 1
Actions:
-Display Text "blah"
-Set Deaths for current player to 1 for 'unused unit'
-Preserve Trigger


Conditions:
-Current player suffers exactly 1 death of 'unused unit"
-Current player brings exactly 0 men to Note 1:
-Current player brings exactly 0 men to Note 2:
-Current player brings exactly 0 men to Note 3:
Actions:
-Display text (11 blank lines)
-Set Deaths of unused unit to 0 for current player\
-Preserve Trigger

Anyways first Starcraft can only display 11 lines of text.  So to compleatly overwrite a display text display 11 lines.  If you display the same text that contains 11 lines over and over again it will just overlap.

So for my example with my triggers when there on the location wher the note is then The Note's text continues to display over and over again.  Then as soon as they leave  a blank display text is used to clear it out.

Also I have to use a "death switch" so it doens't keep clearing when there not there. (not allowing players to talk).  Lastly i thought it was cool how I just added all the locations to my clear trigger and used the same trigger.  (since none of the locations overlap or anything)
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That would make the text stay on screen for ever or shoulnt it keep dispalying so it like repeats

blah
blah
blah
blah

? Or it would only display it once, and dispaly itself again when player walks some where and back to the note?


Or would you


Conditions:
-Current player brings at least one men to Location Note 1
-death count is X
Actions:
-Display Text "blah"
-display 11 blank lines to clear
-Preserve Trigger



Cuz i have hyper triggers in map

Report, edit, etc...Posted by www.com.au on 2005-08-11 at 03:13:29
No what bolt said should only display once every time the person brings a man to the location 'note 1'



i think so anyway, if im wrong, someone correct me.
Report, edit, etc...Posted by r[s]t on 2005-08-11 at 13:44:22
Thats what i thought, what if u wnat it to display permanently until player is done reading?


Display text
Display blank text
preserve?
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