I'm making a UMS map in an installation tileset. I went on the web and found a place where it told me how to open and close doors. However, nothing I've tried has worked perfectly. At this point, I can get the doors to open, but not to close. Here's what I've tried with the doors' doodad state initially enabled and them closed.
1) I used a simple "if player brings units to location, disable doodad state" and "if player brings NO units to location, enable doodad state", following both up with a "preserve trigger". However, this causes the doors to be really buggy, making them open and close before all of my units get through the door.
2) To solve the above problem, I added hyper triggers. However, this simply made the problem worse, causing the doors to skip their animations.
3) I combined the above two with switches, which I read were supposed to make things work better. But this didn't seem to help at all, making no difference whatsoever. Perhaps I put them in the wrong places?
I'd really appreciate some help, as these are necessary for the UMS map I'm going to submit to the contest. Please provide a detailed explanation that not only gives me the trigger, but also tells me how and why it works the way it does. Thanks.
Care to write out the triggers you did.
Manytimes the problem as you stated is caused by multiple players owning the same triggers. Although one player may be at the door opening another players trigger is trying to close the door. Causing it to open and close nonstop like you described. Manytimes this can be fixed by simply changing the closing trigger to say "all players bring exactly 0 units to door" instead of "current player".
Using a switch is a good way to fix that problem but you got to know what your doing and why your using it. I don't know how you set it up so i have no idea what you could of done wrong.
I was actually going to write out all of the triggers, but I changed them to a version that simply opens the doors since I couldn't get anything to work.
As for your idea about changing it to "all players", I think that might actually work. Thanks a lot. If it does, let's leave it at that. If it doesn't, I'll try to post the original triggers that I tried.
the door will open but i think that if a unit is standing right above the door, this won't close
On door's you have to be exact on what you want. See it may pick up another player as if you owned it, thus not being able to close. if you got a trigger like this then it should work :
| Trigger |
| Players: |
| ¤ whoever own's the door |
| Conditions: |
| ¤ Current Player bring's at most one Terran Civilan to 'open gates' |
| Actions: |
¤ Disable dodadd state for all Right pit door at 'Door open'
|
| ¤ perserve trigger |
| Trigger |
| Players: |
| ¤ whoever own's the door |
| Conditions: |
| ¤ Current Player bring's at most zero Terran Civilan to 'open gates' |
| Actions: |
¤ Enable dodadd state for all Right pit door at 'Door open'
|
| ¤ perserve trigger |
now here is the thing, the player opening the gate has to have a unit near the gate or own it.
-Note whoever owns the door cannot own the beacon (it tend's to screw up)
Thanks a lot, guys. I've finally got it figured out and things work perfectly now. For future reference, here's how I've got it set up now (with the door's state at initially CLOSED:
| Trigger |
| Description: |
| This one opens a door. |
|
| Players: |
| ¤ All players. |
| Conditions: |
¤ 'Door open' is cleared.
|
| ¤ All players brings at least 1 any unit to 'Door'. |
| Actions: |
¤ Set 'Door open'.
|
¤ Disable doodad state for Left Upper Level Door for All players at 'Door'.
|
| ¤ Preserve trigger. |
| Trigger |
| Description: |
| This one closes the same door. |
|
| Players: |
| ¤ All players. |
| Conditions: |
¤ 'Door open' is set.
|
| ¤ All players brings at most 0 any unit to 'Door'. |
| Actions: |
¤ Clear 'Door open'.
|
¤ Enable doodad state for Left Upper Level Door for All players at 'Door'.
|
| ¤ Preserve trigger. |
The switches help the doors function more smoothly. They make sure that the sister trigger doesn't start working until the original is finished. Although you can put whatever player you want under Players, you MUST put "All players" under the Actions for disabling and enabling the doodad state for the trigger to work at all. Some of you may be wondering about whether the "Door open" switch will be initially cleared, but if you're paying close attention to the triggers, you'll notice that the second one ensures that it becomes cleared as soon as the game starts.
So, there it is. Thanks for all your help, guys, and I hope that other novice mapmakers will be able to use this if
they ever need help. Admins, feel free to lock this; I got what I came here for.
Hi Yossarian! I thought I'd say welcome to SEN since this is the first time I've seen you here.
BTW I changed the fanfic section to look more like the old one thanks to your comment, and we've got something in the pipeline for the elite section, so keep your eyes peeled.
Thanks, BST. I think there's a place somewhere here where I'm supposed to post an introduction, but oh well. Hey, if you wanna talk about SC.org, I'd love to. On MSN Messenger, I'm jsdalias[at]yahoo.com. Check for me when you get on; I have tons of ideas.
QUOTE(Yossarian @ Aug 29 2005, 10:15 PM)
Some of you may be wondering about whether the "Door open" switch will be initially cleared, but if you're paying close attention to the triggers, you'll notice that the second one ensures that it becomes cleared as soon as the game starts.
[right][snapback]301323[/snapback][/right]
All switches start out cleared, you don't have to have any triggers do that for you.
QUOTE((U)Bolt_Head @ Aug 30 2005, 02:55 PM)
All switches start out cleared, you don't have to have any triggers do that for you.
[right][snapback]301739[/snapback][/right]
Heh . . . really? Funny . . . I seem to remember having to make them be cleared at the beginning of the game for some of my triggers to work . . . maybe that's just me. Thanks anyway.