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Staredit Network -> UMS Assistance -> removing triggers
Report, edit, etc...Posted by Hell_Pyro on 2005-11-10 at 19:26:17
How do i remove a trigger when a task has been completed?

e.g.: destroying a command center, which cancels the opponent's spawn.
Report, edit, etc...Posted by DT_Battlekruser on 2005-11-10 at 20:08:59
Use a condition that you can make become false, i.e. a switch (most proabable), or a death count, or something like that.
Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-10 at 20:09:06
You would need to use switches. So, you would want if a player controls a command center then set the switch and use that switch as the condition (set) for you spawn. THEN create another trigger that says if the task is completed to set that same switch. And then you would have a third switch that says if that player suffers the death of a command center then to clear the switch. Just in case this is to confusing i will write out the triggers for you. I will do it for player 1.


Trigger
Description:
Spawn
Players:
¤ Player 1
Conditions:
¤ Switch 1 is set
Actions:
¤ Create whatever units wherever you want as well as preserve trigger etc.



Trigger
Description:
Command Center Dies
Players:
¤ Player 1
Conditions:
¤ Player 1 suffers the death of 1 command center
Actions:
¤ Clear switch 1



Trigger
Description:
Task completed
Players:
¤ Player 1
Conditions:
¤ Task is completed
Actions:
¤ Set switch 1


You will also need a trigger to set switch 1 at the very beginning of the game. OR you could just do the opposite in each trigger. So, when it says set, change it to clear and vice versa.
Report, edit, etc...Posted by PCFredZ on 2005-11-10 at 20:19:29
You can also create isolated scenarios

Using your example, "destroying a command center, which cancels the opponent's spawn", you may set the Spawn condition to "Player X (player who commands the CC) suffers exactly 0 deaths of Command Center".

By isolated scenarios I mean you will need to make sure no other actions can interfere with this, e.g., giving another Command Center to Player X that could die even though it does not relate to the destruction of the Command Center you designate.
Report, edit, etc...Posted by DT_Battlekruser on 2005-11-10 at 20:39:09
Like I said before, simple use any condition that you can make false or that will be false following such an event.
Report, edit, etc...Posted by Subrosian on 2005-11-11 at 01:03:27
I think he means that he's making a map where if you lose your cc, you stop spawning units.

So no switches, no death counts...


null
Trigger
Conditions:
¤ Player brings at least 1 command center to location.
Actions:
¤ Spawn stuff at location [the one that the command center is in].
¤ Preserve Trigger.

That should be your spawn trigger.
Report, edit, etc...Posted by Hell_Pyro on 2005-11-11 at 17:52:21
So is this how it should be?


Trigger
Description:
trigger
Players:
¤ player 7
Conditions:
¤ 2400 game seconfs have passed
¤ set as switch 1
Actions:
¤ create 6 battlecruisers at [location]



Trigger
Description:
clearing trigger
Players:
¤ player 7
Conditions:
¤ player 7 commands exactly 0 communications array
Actions:
¤ clear switch 1

Report, edit, etc...Posted by Oo.Turin.oO on 2005-11-12 at 13:31:53
You could do it only one trigger if thats what you want.


Trigger
Description:
The Trigger
Players:
¤ Player 7
Conditions:
¤ Current Player commands atleast/exactly (up to you) 1 command array
Actions:
¤ create units
¤ wait 2400
¤ preserve trigger


thats it. if that was all you wanted you don't need a switch
Report, edit, etc...Posted by Hell_Pyro on 2005-11-16 at 20:12:34
Tried that. units now appear as soon as the communications array is destroyed.
Report, edit, etc...Posted by RedNara on 2005-11-16 at 20:26:11
yea becuase create units came before wait...
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