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Staredit Network -> UMS Assistance -> Few questions
Report, edit, etc...Posted by Zombie on 2005-11-15 at 15:27:19
I think ill just update this topic when i have questions (to reduce spam tongue.gif)

2.How do i make it so when a unit touches another unit kills the player?

3.I have a barracks and im going to have guys spawning on the barracks intell the barracks is destoyed when its destryed i want the units to stop spawning.

(like in the normandy map again tongue.gif)
Report, edit, etc...Posted by Joshgt2 on 2005-11-15 at 15:33:42
Answer to number 2 for ya. Center a location on a unit. Give another action of when another unit enter that location then the unit is then killed. Here is an example: "X" is the location we are going to use.
Trigger
Description:
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Center location x on "any unit" at anywhere
¤ Preserve Trigger

and then:
Trigger
Description:
Players:
¤ Player 1
Conditions:
¤ Player 2 (this is the bad guy) bring at least 1 "any unt" to location x
Actions:
¤ Kill "any unit" at location x for player 2
¤ Preserve Trigger



To answer number 3... Here is an example: We are going to use the location "x" again as our location.
Trigger
Description:
Players:
¤ Player 1
Conditions:
¤ Player 1 brings at least 1 Barracks to location x
Actions:
¤ Create "any unit" at location x for player 1
¤ Preserve Trigger

Report, edit, etc...Posted by PCFredZ on 2005-11-15 at 15:49:37
QUOTE(Joshgt2 @ Nov 15 2005, 03:33 PM)
Answer to number 2 for ya. Center a location on a unit. Give another action of when another unit enter that location then the unit is then killed. Here is an example: "X" is the location we are going to use.



Trigger
Description:
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Center location x on "any unit" at anywhere
¤ Preserve Trigger

and then:



Trigger
Description:
Players:
¤ Player 1
Conditions:
¤ Player 2 (this is the bad guy) bring at least 1 "any unt" to location x
Actions:
¤ Kill "any unit" at location x for player 2
¤ Preserve Trigger



To answer number 3... Here is an example: We are going to use the location "x" again as our location.



Trigger
Description:
Players:
¤ Player 1
Conditions:
¤ Player 1 brings at least 1 Barracks to location x
Actions:
¤ Create "any unit" at location x for player 1
¤ Preserve Trigger


[right][snapback]356514[/snapback][/right]

His trigger to question 2 (since there was no question one) needs to be elaborated upon.

If you have more than 1 unit in the entire game-- which is almost always true --then you need to change the condition and action accordingly. The Move Location action will always move a location to a unit, even if the unit doesn't exist, which results in the location being moved to the exact center of the "in" location, e.g., "anywhere" for the example. Not knowing this fact will create negative side effects.
Report, edit, etc...Posted by Zombie on 2005-11-15 at 16:15:13
Some thing wierd happend for my spawning. One barracks units spawn, then after awile the 2nd, but the 3rd nvr did.



Trigger
Description:
Spawning
Players:
¤ Player 7
Conditions:
¤ Player 7 brings at least 1 barracks to location X
Actions:
¤ Wait for 10000 milliseconds
¤ Create 5 X at location X
¤ Create 5 X at location X
¤ Create 1 X at location X
¤ Peserve Trigger
¤ Comment Defending1


Thats my trigger, can anyone tell me whats wrong?


I have 3 of the same triggers like that, but some times differnt number of the units spawned and a differnt trigger same with the comment
Report, edit, etc...Posted by Urmom(U) on 2005-11-15 at 16:54:25
It is probably a wait block seeing as you have a 10000 milisecond wait. Try doing this:


Trigger
Description:
Subtracting the death amount
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Set Deaths for Player 1: Subtract 1 for Rhynadon
¤ Preserve Trigger



Trigger
Description:
The Spawn
Players:
¤ Player 1
Conditions:
¤ Player 1 brings at least 1 'Baracks' to 'the location'
¤ Player 1 has suffered exactly 0 deaths of Rhynadon
Actions:
¤ Set deaths for Player 1: Set to 120 for Rhynadon
¤ Create 5 'X' at 'X'
¤ Create 5 'X' at 'X'
¤ Create 1 'X' at 'X'
¤ Preserve Trigger


This is just a simple timer. It's always subtracting 12 deaths a second. You have 10 seconds so 12*10=120. You would want to use a different unit for the death counters if you have more than one of the trigger 2 that's for a different unit to be spawned.
Report, edit, etc...Posted by Zombie on 2005-11-15 at 17:21:13
This is going to sound well stupid... but...what? tongue.gif

I pretty much dont understand what you mean


See im going to have the defending guys spawn when the attackers spawn (the attackers are going to spawn a few milisecs b4 the defenders will) so... tongue.gif
Report, edit, etc...Posted by Urmom(U) on 2005-11-15 at 17:32:21
If when you said you don't understand what I mean, wait blocks are just when two or more big waits happen at the same time for the same player. It will only happen if a player has more than 1 waits at the same time. So if you run for Player 1 a 10000 mili wait and a 20000 mili wait under player one for the triggers, and they both happen at the same time, then the stack will occur. It won't happen if say Player 8 and Player 1 have a wait at the same time. A wait block is just when the two waits delay each other and can stop each other from happening.

My system uses deathcounters so that the wait block wont happen since you are using death counters instead of waits. MAKE SURE YOU HAVE HYPER TRIGGERS IF YOU TRY MY METHOD.
Report, edit, etc...Posted by KaboomHahahein on 2005-11-15 at 17:32:34
Here read this tutorial on death counters, you might understand it more.
http://www.staredit.net/index.php?tutorial=124
Report, edit, etc...Posted by Zombie on 2005-11-15 at 19:45:33
QUOTE(urmom @ Nov 15 2005, 03:32 PM)
If when you said you don't understand what I mean, wait blocks are just when two or more big waits happen at the same time for the same player.  It will only happen if a player has more than 1 waits at the same time.  So if you run for Player 1 a 10000 mili wait and a 20000 mili wait under player one for the triggers, and they both happen at the same time, then the stack will occur.  It won't happen if say Player 8 and Player 1 have a wait at the same time.  A wait block is just when the two waits delay each other and can stop each other from happening.

My system uses deathcounters so that the wait block wont happen since you are using death counters instead of waits.  MAKE SURE YOU HAVE HYPER TRIGGERS IF YOU TRY MY METHOD.
[right][snapback]356636[/snapback][/right]



So, if i take the mill seconds on my triggers and add one on them will it work?

10001
10002
10003

etc.


ok i just tried what i said above it didnt work


I tried urmoms way it didnt work... i have 3 triggers that are like that, all thats dif is i change the location, can you tell me whats wrong?
Report, edit, etc...Posted by Urmom(U) on 2005-11-16 at 14:46:59
Did you change the death counters? Look at this.

Trigger
Conditions:
¤ Always
Actions:
¤ Set Deaths for Player 1: Subtract 1 for Rhynadon
¤ Set Deaths for Player 1: Subtract 1 for Ursadon
¤ Set Deaths for Player 1: Subtract 1 for Kakaru
¤ Preserve Trigger


Trigger
Conditions:
¤ Player 1 has suffered exactly 0 deaths of Rhynadon
¤ Player 1 brings at least 1 barracks to "1"
Actions:
¤ Set deaths for Player 1: Set to 120 for Rhynadon
¤ Create 5 X at location "X"
¤ Create 5 X at location "X"
¤ Create 1 X at location "X"
¤ Preserve Trigger


Trigger
Conditions:
¤ Player 1 has suffered exactly 0 deaths of Ursadon
¤ Player 1 brings at least 1 barracks to "2"
Actions:
¤ Set deaths for Player 1: Set to 120 for Ursadon
¤ Create 5 X at location "Y"
¤ Create 5 X at location "Y"
¤ Create 1 X at location "Y"
¤ Preserve Trigger


Trigger
Conditions:
¤ Player 1 has suffered exactly 0 deaths of Kakaru
¤ Player 1 brings at least 1 barracks to "3"
Actions:
¤ Set deaths for Player 1: Set to 120 for Kakaru
¤ Create 5 X at location "Z"
¤ Create 5 X at location "Z"
¤ Create 1 X at location "Z"
¤ Preserve Trigger


That would be for three spawns. That is what I meant, you must be confused at what I first said because you were coming up with 10,001 and stuff. Try doing that but change the locations around and the players if you want to.
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