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Staredit Network -> UMS Assistance -> Timing? Big problem toally messed...
Report, edit, etc...Posted by RedNara on 2005-12-16 at 15:22:31
Ok guys i got a lot of location like 1 2 3 4 5 6 and on...

there is 2 carrier going around that location constantly smile.gif

however, i want the carrier that start in 2 different loaction to stop at 1 location and keep going again

so you get what i mean



Location 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

Carrier 1 starts in location 1

carrier 2 starts in location 10 something like that

i made it so the carreir just move around the location

however whenever they go to location 1 or 10 they stop.. for a while

however, mine isnt working well i used wait trigger and etc.. and i tested around with it but it doesnt work well...

btw the carriers are different units and also there all in the same player.. i also have hypertrigger going. and a constant timer thats ticking.
Report, edit, etc...Posted by Urmom(U) on 2005-12-16 at 15:31:09
Use the death counter method for the stop. For the others, just order them like this:

Trigger
Conditions:
¤ Current Player brings at least 1 [unit] to location 2
Actions:
¤ Order: Move unit at location 2 to location 3
¤ Preserve Trigger



null
Trigger
Conditions:
¤ Current Player brings at least 1 unit to location 1
¤ Switch 1 is cleared
Actions:
¤ Set Deaths for Current Player for unit to 36
¤ Set Switch 1
¤ Preserve Trigger



null
Trigger
Conditions:
¤ Always
Actions:
¤ Set Deaths for Current Player: Subtract 1 for unit
¤ Preserve Trigger



null
Trigger
Conditions:
¤ Switch 1 is Set
¤ Current Player has suffered exactly 0 deaths of unit
Actions:
¤ Order all men to move from location 1 to location 2
¤ Clear Switch 1
¤ Preserve Trigger


I think that should work. You could probably condence that down to fewer triggers too.
Report, edit, etc...Posted by Mp)MinigameEast on 2005-12-16 at 15:49:28
or do this.
make the locations only do air only so uncheck the low ground and stuff.
put the carriers on the locations that you want them to start off

*always
order move carrier from location 1 to location 2
order move carrier from location 2 to location 3
order move carrier from location 3 to location 4
order move carrier from location 4 to location 5
order move carrier from location 5 to location 6
order move carrier from location 6 to location 7
order move carrier from location 7 to location 8
order move carrier from location 8 to location 9
order move carrier from location 9 to location 10
order move carrier from location 10 to location 1
preserve trigger
comment
Report, edit, etc...Posted by Urmom(U) on 2005-12-16 at 18:56:29
He wants them to pause at location 1 and then go again though.
Report, edit, etc...Posted by KABOOM on 2005-12-16 at 20:52:53
well make sure you put the wait before the order in the trigger. if your using the wait method. but the wait method is a bad decision because there gonna start overlaping then wait blocks are gonna pop up. so do the death counter or just find some new way.
Report, edit, etc...Posted by RedNara on 2005-12-17 at 11:29:21
ok im going with death however,,, my thing is uh.. there is acctually 2 location where i want them to stop...

i guess its possible i can do it with mineral or gas also becuase this comp isnt going to get any of thoes..
Report, edit, etc...Posted by BLISSARD[VdD] on 2005-12-17 at 16:43:57
If you want them to stop at a location just umm*...

Conditions:
*player*bring*atleast*#**unit*location

Actions:
*Wait(#)
*Order**************

Get what I am saying?
huh?huh?huh?huh?okay good, just apply this to the locations you want them to stop at... biggrin.gif
Report, edit, etc...Posted by RedNara on 2005-12-18 at 01:21:27
i guess some dont understand... i said that didnt work so i need a different way... and my other problem is i have 2 boats constantly moving and 2 different location... which i want them to stop... so i guess i can do with gas or somethign and death counter. but not sure how it exactly going to work.. need little more help.


but thanks for thinking a little bit BLISSARD[VdD] smile.gif

Report, edit, etc...Posted by Kow on 2005-12-18 at 07:09:27
You have hyper triggers, I am assuming. Just for example, I'll say you want to have the carrier stop for 5 seconds. (With hyper triggers, that would be 60 deaths)

(My syntax may be wrong, but you'll get the idea)
Bring(player, 1, carrier, loc1);
-
setdeaths(add, 1, unused unit1, anywhere);
preservetrigger();

--

deaths(atleast, 60, unused unit1, anywhere);
-
order(1,carrier, loc1, move, loc2);
setdeaths(set, 0, unused unit1, anywhere);
preservetrigger();

Repeat with the other location.
Report, edit, etc...Posted by BLISSARD[VdD] on 2005-12-18 at 20:53:08
QUOTE(BoyScout @ Dec 18 2005, 12:21 AM)
i guess some dont understand... i said that didnt work so i need a different way... and my other problem is i have 2 boats constantly moving and 2 different location... which i want them to stop... so i guess i can do with gas or somethign and death counter. but not sure how it exactly going to work.. need little more help.
but thanks for thinking a little bit BLISSARD[VdD] smile.gif
[right][snapback]382089[/snapback][/right]

Okay... I dont understand you... lol... give us more details. smile.gif
Report, edit, etc...Posted by RedNara on 2005-12-21 at 00:27:34
Kow ok that works.. but if its 2 location... and they kinda work at the same time.. that means death overlaps each other pretty much... and like it might get messed up does this work with like any other ones also? mineral scores and etc...
Report, edit, etc...Posted by Red2Blue on 2005-12-21 at 07:38:42
You can use any amount of deathcounts for a map with almost unlimited amounts of deathcount types. Use as many as you want. You can use ore and gas if you want. Those work too.
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