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Staredit Network -> UMS Assistance -> Quick Question
Report, edit, etc...Posted by Cheese_Burger_Eddy on 2005-11-12 at 22:27:27
How do i make it so that when i bring a unit to a location, a different unit spawns somewhere else?I need it so that the trigger is preserved but i only want 1 unit to spawn every time i bring that unit to the location.
Report, edit, etc...Posted by SacredElf on 2005-11-12 at 22:30:45
remove the unit when he walks into the location
Report, edit, etc...Posted by Subrosian on 2005-11-12 at 23:03:32
You can do it with a switch.

Trigger
Conditions:
¤ Switch x is cleared.
¤ Current player brings at least 1 unit to location 1.
Actions:
¤ Set Switch 1.
¤ Create 1 unit owned by player at location 2.
¤ Preserve Trigger.

Trigger
Conditions:
¤ Switch 1 is set.
¤ Current player brings at most 0 unit to location 1.
Actions:
¤ Clear Switch 1.
¤ Preserve Trigger.
Report, edit, etc...Posted by notnuclearrabbit on 2005-11-13 at 01:20:13
[center]Alternatively, you could move the unit that initiated the 'bring' condition out of the location.[/center]
Report, edit, etc...Posted by Doodan on 2005-11-13 at 01:38:16
You could also have a switch that is set whenever u bring the triggering unit to the location. You could make it so that the switch clears after a few seconds and make sure u have a preserve trigger in there.
Report, edit, etc...Posted by PCFredZ on 2005-11-13 at 10:51:44
There are 2 circumstances, and the trigger varies depending on each.

1) "Money" system, bring a certain number Civ to a location, remove those Civs, and create a new unit at a new location.

2) "Buy" system, bring a unit to a location, move the unit back to a nearby location so you won't buy more than you want, and create the bought item at a new location.

Ignore the people who told you to use switches, they're just being redundant. tongue.gif
Report, edit, etc...Posted by Doodan on 2005-11-13 at 12:39:31
QUOTE(PCFredZ @ Nov 13 2005, 10:51 AM)
There are 2 circumstances, and the trigger varies depending on each.

1) "Money" system, bring a certain number Civ to a location, remove those Civs, and create a new unit at a new location.

2) "Buy" system, bring a unit to a location, move the unit back to a nearby location so you won't buy more than you want, and create the bought item at a new location.

Ignore the people who told you to use switches, they're just being redundant. tongue.gif
[right][snapback]354829[/snapback][/right]

But hey, using switches allows you to move the "buying" unit back and forth across it without creating more than one. Just don't leave the unit there or a new unit will spawn every few seconds!
Report, edit, etc...Posted by Centreri on 2005-11-13 at 12:47:37
You you can just add a 'wait' action afterwards, so it only fires again after the amount of milliseconds you waited.
Report, edit, etc...Posted by PCFredZ on 2005-11-13 at 14:29:52
QUOTE(Doodan @ Nov 13 2005, 12:39 PM)
But hey, using switches allows you to move the "buying" unit back and forth across it without creating more than one. Just don't leave the unit there or a new unit will spawn every few seconds!
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Why would you need a switch for an extra step if you can just use the Move Unit action in the same trigger? Redundancy, that's why.
Report, edit, etc...Posted by UN-Rommel on 2005-11-13 at 14:37:05
QUOTE(Cheese_Burger_Eddy @ Nov 12 2005, 08:27 PM)
How do i make it so that when i bring a unit to a location, a different unit spawns somewhere else?I need it so that the trigger is preserved but i only want 1 unit to spawn every time i bring that unit to the location.
[right][snapback]354627[/snapback][/right]

Move the unit or kill the unit after he gets to the certain location. closedeyes.gif
Report, edit, etc...Posted by Doodan on 2005-11-13 at 16:10:46
QUOTE(PCFredZ @ Nov 13 2005, 02:29 PM)
Why would you need a switch for an extra step if you can just use the Move Unit action in the same trigger? Redundancy, that's why.
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I was merely suggesting an alternative. Either way is fine. smile.gif
Report, edit, etc...Posted by Subrosian on 2005-11-13 at 17:11:03
Even though my way used switches, it does something else. I wasn't sure about what he wanted specifically, so I assumed that he wanted it so it doesn't move the unit back.

Or I'm just overcomplicating simple stuff... ermm.gif
Report, edit, etc...Posted by PCFredZ on 2005-11-13 at 17:24:26
QUOTE(Subrosian @ Nov 13 2005, 05:11 PM)
Even though my way used switches, it does something else. I wasn't sure about what he  wanted specifically, so I assumed that he wanted it so it doesn't move the unit back.

Or I'm just overcomplicating simple stuff... ermm.gif
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It's not overcomplicating the situation, but it should be used in other scenarios like entering/exiting buildings (in that exiting puts you in the entering location), not purchasing items, where only 1 function is needed.
Report, edit, etc...Posted by InfestedScag on 2005-11-13 at 19:31:22
You could always centerview the location to another destination and once that unit is out just move the location back to its place.
Report, edit, etc...Posted by PCFredZ on 2005-11-13 at 20:40:24
QUOTE(InfestedScag @ Nov 13 2005, 07:31 PM)
You could always centerview the location to another destination and once that unit is out just move the location back to its place.
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Even more complicated.
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