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Staredit Network -> UMS Assistance -> Errr...dang lives system
Report, edit, etc...Posted by shantred on 2005-08-12 at 16:06:43
Ok, my lives system is a little different from what is used in the majority of bounds. so i have attatched my map to this post. could someone please take a look at it and tell me whats wrong? i am doing what i think i should do to make it spawn. and its not working AT ALL. and also, when i set my custom to 30 lives it just goes to like 100+ for no reason. some help would be greatly appreciated.
Report, edit, etc...Posted by RiShiN.rK on 2005-08-12 at 17:09:01
well first the reason why your getting so many lives is because the trigger that is adding lives fires once for every player

Example : 1 person in the game =30 lives since the trigger fires once
2 people in the game =60 lives since the trigger fires twice

i noticed that at the end of that intro thing you used a switch called switch 1

make a trigger for the computer like this

A: Switch 1 is set
C: Modify Score for Player 1: Add 30 Custom
Modify Score for Player 2: Add 30 Custom
Modify Score for Player 3: Add 30 Custom
Modify Score for Player 4: Add 30 Custom
Modify Score for Player 5: Add 30 Custom
Modify Score for Player 6: Add 30 Custom

Not quite sure what the problem is for spawning but try changing the "brings at least 0 zerling to anywhere" to "brings exactly 0 zergling to anywhere" and try putting the triggers in the player 1,2,3,4,5, and 6 slots instead of the force slot. Also for your respawn you dont need that wait 150 in the subtract 1 life trigger.
Report, edit, etc...Posted by shantred on 2005-08-12 at 17:35:42

o.o it didn't work. either one...ugh, this is so annoying. when i started the game it started with 175 lives. and the spawns with the civs didn't work. something i think u may have mistaken is the "death" trigger. thats for debug purposes only, so we can test the respawning, IF i can ever get a ling out on the field. any other ideas?
Report, edit, etc...Posted by I-X-King-X-I on 2005-08-12 at 18:09:44
on one of your triggers i noticed you put set custom to 0 and preserve trigger... whats that about lol
Report, edit, etc...Posted by shantred on 2005-08-12 at 19:50:56
hoping it would prevent it from going up lmao
but really, anyone got any ideas?
download THIS one now. its got the edits that rishin told me to do and a few others

ADDITION:
so...ppl dont mind helping as long as they dont have to download anything right? pfft
Report, edit, etc...Posted by I-X-King-X-I on 2005-08-12 at 20:28:16
well all you really need is for

Set custom score to "#"
then just a small life system

like when current player owns 0 bounders and has at least 1 custom

spawn ling

and it looks liek you have 3 differnt spots to spawn at?

just use an observer and have a location center on observer and have observer move to all the obstacles as you complete them...

i really cant tell becasue you have triggers for it all over the place yawn.gif
Report, edit, etc...Posted by shantred on 2005-08-13 at 00:16:38
but i cant figure out the life system...thats my problem. it doesn't work right. and there are 4 spawn locations. you really need to play d)r(agonbound by red2blue. it will give u a REALLY good idea of what i am doing. it can be found on this site

ADDITION:
idk how to fix any of this yet. but i have found that the score still being wrong, is somehow affecting the triggers for spawning. because the trigger is flawless. look

Conditions
Bring(CurrentPlayer, AtLeast, 1, Selector, choose spawn bot);
Command(CurrentPlayer,AtLeast,0,Bounder);
Score(CurrentPlayer, Custom, AtLeast, 1);

Actions
CreateUnit(1, Bounder, spawn bound bot, CurrentPlayer);
PreserveTrigger();
Comment("Respawn Bottom");

understand that i have different spawn points to reach different spots on the bound. bot being short for bottom. and civilians are what control where the lings will spawn. as i said, please check d)r(agonbound for what this man is going to be like
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