Staredit Network

Staredit Network -> UMS Assistance -> Randomized First Attack
Report, edit, etc...Posted by Pie_Sniper on 2005-09-20 at 16:54:17

Trigger
Description:
Serok goes first
Players:
¤ Player 3
Conditions:
¤ 'Switch 07' is set
¤ 'Switch 05' is cleared
¤ 'Switch 06' is cleared
Actions:
¤ Clear 'Switch 07'
¤ Give all Serok owned by Player 6 at 'Battle' to Player 2
¤ Set switch '08'
¤ Preserve trigger

Trigger
Description:
Aries goes first
Players:
¤ Player 3
Conditions:
¤ 'Switch 07' is set
¤ 'Switch 05' is set
¤ 'Switch 06' is cleared
Actions:
¤ Clear 'Switch 07'
¤ Give all Aries owned by Player 6 at 'Battle' to Player 2
¤ Set switch '09'
¤ Preserve trigger

Trigger
Description:
Imp one goes first
Players:
¤ Player 3
Conditions:
¤ 'Switch 07' is set
¤ 'Switch 05' is cleared
¤ 'Switch 06' is set
Actions:
¤ Clear 'Switch 07'
¤ Give 1 Imp owned by Player 6 at 'Imp 1' to Player 2
¤ Set switch '10'
¤ Preserve trigger

Trigger
Description:
Imp two goes first
Players:
¤ Player 3
Conditions:
¤ 'Switch 07' is set
¤ 'Switch 05' is set
¤ 'Switch 06' is set
Actions:
¤ Clear 'Switch 07'
¤ Give 1 Imp owned by Player 6 at 'Imp 2' to Player 2
¤ Set switch '11'
¤ Preserve trigger


The battle begins, but none of the units are given to player 2. Is there anything wrong with these triggers? If you need any info on the switches or anything, just tell me.
Report, edit, etc...Posted by PlayaR on 2005-09-20 at 17:00:57
maybe the switches didn activate or something? cuz they look good and seem like they should work
Report, edit, etc...Posted by Kumano on 2005-09-20 at 17:04:52
I'm assuming when the battle starts you have a trigger like:


Trigger
Conditions:
¤ Switch/death count/whatever indicating battle starts
Actions:
¤ Set Switch 7
¤ Randomize switch 5
¤ Randomize switch 6


BTW: Imp 1 and Imp 2 both go at same time since conditions are same? Why not just put the actions of those 2 into 1 trigger. Thinking about that, if switch 5 and 6 both get set then nothing will happen which could cause this.
Report, edit, etc...Posted by Toothfariy on 2005-09-20 at 17:09:53
yeah that and try adding player 2 and 6 into the players coloum.
Report, edit, etc...Posted by Pie_Sniper on 2005-09-20 at 17:24:55
Yeah, that's basically the trigger when the battle starts. Actually, the imps don't go at the same time, that was a typo smile.gif

» try adding player 2 and 6 into the players coloum.

Um.. I don't really understand what this means smile.gif Can you please explain?
Report, edit, etc...Posted by Toothfariy on 2005-09-20 at 17:37:59
ok where it has you check off what players the trigger is going to effect, add player 6 and 2.
Report, edit, etc...Posted by Kumano on 2005-09-20 at 17:55:14
That wouldn't do anything...
Report, edit, etc...Posted by Toothfariy on 2005-09-20 at 18:09:05
just try it and if it doesn't do ne thing then thats not whats goin wrong. in my experince, giveing units somtimes needs to have the players that switch in the trigger.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-20 at 19:13:00
Well judgeing by the information given none of the triggers will fire because all of them require at least one switch to be set. Switchs start the game off clear so nothing can start the sequince.

PS. Your are what we call switch happy.
Report, edit, etc...Posted by PCFredZ on 2005-09-20 at 20:13:09
QUOTE((U)Bolt_Head @ Sep 20 2005, 07:12 PM)
PS.  Your are what we call switch happy.
[right][snapback]318324[/snapback][/right]

Elaborating on Bolt's comment: using a ton of switches, especially without labels, is prone to cause confusion for other people trying to troubleshoot your maps.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-20 at 20:38:27
QUOTE(PCFredZ @ Sep 20 2005, 04:12 PM)
Elaborating on Bolt's comment: using a ton of switches, especially without labels, is prone to cause confusion for other people trying to troubleshoot your maps.
[right][snapback]318379[/snapback][/right]

You realize that if he labeld them with the game names that he wants, its gonna freak us all out because we don't know about his storyline and we won't understand who is what, what is a unit/building/switch/location...its all to confusing unless you specify. its alot more simpler for advice if its just loc 1, switch 1, and default names for buildings/units. as for what u bolt said, every single one of your triggers need a switch set at least. so set one! it looks like that is your problem.
Report, edit, etc...Posted by Mostly-Harmless on 2005-09-20 at 20:41:08
QUOTE(GgG-PlayaR. @ Sep 20 2005, 03:00 PM)
maybe the switches didn activate or something? cuz they look good and seem like they should work
[right][snapback]318180[/snapback][/right]



Lol you made that wayyyyyyyyyyyyyyyyy too complex.. there is always an easier solution!!!!!
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-20 at 20:46:01
QUOTE(I)ejaVou @ Sep 20 2005, 04:40 PM)
Lol you made that wayyyyyyyyyyyyyyyyy too complex.. there is always an easier solution!!!!!
[right][snapback]318417[/snapback][/right]

way to post that easier solution...can we see your ingenius idea please or is it a secret
Report, edit, etc...Posted by Sniper on 2005-09-20 at 20:51:29
QUOTE
Lol you made that wayyyyyyyyyyyyyyyyy too complex.. there is always an easier solution!!!!!

It's really not that complex. And its a lot more efficent than any other randomization types.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-20 at 20:54:35
I think his randomizer works fine. i think he just needs to set at least one of the switches cuz i don't think any of them are set. it would be GREAT if he would actually reply so we could see if he does/doesn't have switches set! I KNOW YOUR READING BUT YOU NEED TO POST!!!!!!!!......please pinch.gif
Report, edit, etc...Posted by Pie_Sniper on 2005-09-20 at 21:20:20
I more or less fixed it, but I found out that since they start out cleared/cleared, when I randomize it's impossible for it to become cleared/cleared still. Therefore, Serok will have a sort of "slow" where he can never go first smile.gif
Report, edit, etc...Posted by Oo.Turin.oO on 2005-09-20 at 21:40:00
right.... does that mean its fixed?
Report, edit, etc...Posted by Pie_Sniper on 2005-09-20 at 21:45:37
» right.... does that mean its fixed?

Um... yes smile.gif
Report, edit, etc...Posted by (U)Bolt_Head on 2005-09-21 at 15:15:32
QUOTE(Veritaserum @ Sep 20 2005, 07:38 PM)
You realize that if he labeld them with the game names that he wants, its gonna freak us all out because we don't know about his storyline and we won't understand who is what, what is a unit/building/switch/location...its all to confusing unless you specify. its alot more simpler for advice if its just loc 1, switch 1, and default names for buildings/units.  as for what u bolt said, every single one of your triggers need a switch set at least. so set one! it looks like that is your problem.
[right][snapback]318414[/snapback][/right]


I would rather see basic names than just the switch numbers. Not totally random names like "MyDogWoofie" but names that describe what they do like "Random 1" and "Random 2" for switches 5 and 6 and "Random On" for switch 7.

Also it would have been a great help if he included the randomizer trigger

Conditions:
--Whatever
Actions:
--Set Switch 'Random On'
--Randomize Switch 'Random 1'
--Randomize Switch 'Random 2'
(this is what i assume it is but if that was the case then it would work, unless 'whatever' never happened)

Then we would know from the start that switches 5 6 and 7 actually do serve a purpose and he isn't just madly switch happy, without knowing the purpose all we can assume is well.. yeah the trigger doen't fire because the conditions are not met.

Switches 8 9 10 and 11 serve an unknown cause. And are seemly useless. If they were named something like "P1Attack" "P2Attack" "P3Attack" and "P4Attack" then we would have an idea of there purpose.

With locations and stuff its the same way when your talking about alot of them. I would much rather see [Location Beacon] [Location Marine] and [Location AntiCamp] when reading triggers than seeing [Location01] [Locaiton 02] and [Location03].
Next Page (1)