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Staredit Network -> UMS Assistance -> Trigger help
Report, edit, etc...Posted by (DI)Yulla on 2005-12-14 at 05:56:58
I am currently stuck on a hard trigger thing and I cant seem to get around it.

See, Im doing this counter strike thing and made all the stuff but I cant manage the lives. And when someone enters the certain area and move a certain piece, one life has to die for the other team. Now here is my problem...

Here's my trigger currently:

Trigger
Description:
Killing lives
Players:
¤ Tm 1 (players 1 and 2)
Conditions:
¤ Tm 1 brings at least 1 men to Tm1 Goal
Actions:
¤ Move all men for Tm1 at Tm2 general area to Tm1 Arrival (beginning)
¤ Kill 1 Life for judge at Tm2 life
¤ Preserve Trigger



The problem is this. Doesnt this trigger keep killing life until there are none? how can i control this? There are five lives and I wanted a longer game.
Report, edit, etc...Posted by Joshgt2 on 2005-12-14 at 06:05:07
Here is the problem... as long as no one is at that Tm1 then everything would be fine. The problem I see is that you didn't move the men from Tm1 Goal to someplace else... You just did Move all men for Tm1 at Tm2 general area to Tm1 Arrival and didn't touch the guys at Tm1 Goal. You have to move the guys at Tm1 Goal for the trigger to stop taking away the judges...
Report, edit, etc...Posted by KABOOM on 2005-12-14 at 10:56:24
or simply put a wait on it
Report, edit, etc...Posted by Joshgt2 on 2005-12-15 at 18:11:44
What would the wait do? Wouldn't he have to move the people at that one location for the trigger to stop repeating over and over again.
Report, edit, etc...Posted by BLISSARD[VdD] on 2005-12-17 at 16:53:01
biggrin.gif Okay guys...
If you try to explain something, you must make sure that the person underSTAND what are you saying, I guess you just confused him okay listen up here is how you do it:

(problem: the problem is that you only put it so when the other team's units get to the area, the player lost lives, but you forgot that the trigger will just keep go on and repeat because of your *Conditions*.)

**Umm...So this is your triggers:
--------------------------------
Trigger

Description:
Killing lives

Players:
¤ Tm 1 (players 1 and 2)
Conditions:
¤ Tm 1 brings at least 1 men to Tm1 Goal
Actions:
¤ Move all men for Tm1 at Tm2 general area to Tm1 Arrival (beginning)

¤ Kill 1 Life for judge at Tm2 life

¤ Preserve Trigger
------------------------------------------------------
**Add this one to your trigger**:
*Kill all men for Tm1 at Tm2 general area to Tm1 Arrival

New trigger:
------------------------------------------
Trigger

Description:
Killing lives

Players:
¤ Tm 1 (players 1 and 2)
Conditions:
¤ Tm 1 brings at least 1 men to Tm1 Goal
Actions:
¤ Move all men for Tm1 at Tm2 general area to Tm1 Arrival (beginning)

¤ Kill 1 Life for judge at Tm2 life

*Kill all men for Tm1 at Tm2 general area to Tm1 Arrival

¤ Preserve Trigger
--------------------------------------------------

biggrin.gif Do you understand now?


Report, edit, etc...Posted by KABOOM on 2005-12-17 at 17:01:02
omg what i said would work just as good if he doesn't want them to restart at there base. but if he wants the players to restart after scoring then he should use the triggers provided above.
Report, edit, etc...Posted by www.com.au on 2005-12-18 at 20:47:35
wouldnt the tm2 general area cover the tm1 goal location anyway? im gathering the goal would be inside the tm2 base.

if its nto all u need to do is expand the tm2 general area location over the goal loacation, so that the people at the goal get moved.

thats it, there isnt anything else that would cause the trigger to constantly fire off, with the trigger set like you have it.

especially if you have hyper triggers, it would kill 12 lives a second.
Report, edit, etc...Posted by BLISSARD[VdD] on 2005-12-18 at 20:49:04
I don't understand what are you talking about, KABOOM.
? I thought he said that the lifes keep dying when a unit get to the certain area...., yeah something like that, and he want to lose only 1 life when a unit pass the certain area. Thats what I thought... confused.gif
Report, edit, etc...Posted by Red2Blue on 2005-12-19 at 07:14:27
Why not just have it so when you die it sets a switch1, then when you are respawned and when you move to that area, it sees the switch1 then clears it. (thus activating only one time).

Errata: You must have one switch per player and separate triggers per switch.
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