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Staredit Network -> UMS Assistance -> Continuous Trigger
Report, edit, etc...Posted by Snipe)r( on 2005-12-18 at 20:02:02
ok im making a bound and its a really long obstacle and i cant fit all of the actions in it. how do i do a continuous trigger so that obstacle runs on 2 triggers?

P.S. Dont floud this topic with
QUOTE
OMG UR MAKING A BOUND THEY ARE SO OVERRATED
QUOTE
BOUNDS SUCK
or anything related tho those
Report, edit, etc...Posted by Subrosian on 2005-12-18 at 20:07:45
switches.
Trigger
Conditions:
¤ Switch x is cleared.
¤ (Insert conditions for bound obstacle)
Actions:
¤ (insert explosions)
¤ Set Switch x.

Trigger
Conditions:
¤ (Insert conditions for bound obstacle)
¤ Switch x is set.
Actions:
¤ (insert more explosions)
¤ Clear Switch x.
Report, edit, etc...Posted by Snipe)r( on 2005-12-18 at 20:11:40
well this is the trigger i have



Trigger
Description:
Obstacle 2
Players:
¤ Player 8
Conditions:
¤ Switch 2 is set
Actions:
¤ Then i have the lots of explosions
¤ and i ran out of room

so now i need to know how to connect this trigger to another trigger thats the second part of the obstacle so i cna go onto my next obstacle

Edit: in the first trigger whhy is it switch X is cleared? i have switch X is set
Report, edit, etc...Posted by dumbducky on 2005-12-18 at 20:13:21
Why not just divide it somewhere and make it two seperate spots?
Report, edit, etc...Posted by Snipe)r( on 2005-12-18 at 20:14:26
because if i split the obstacle it would screw up mine and jamals2fat's design


user posted image
Report, edit, etc...Posted by Subrosian on 2005-12-18 at 20:15:42
For switch x, use a different switch from the one you're triggering an obstacle from.
Report, edit, etc...Posted by Snipe)r( on 2005-12-18 at 20:18:08
shiz i knew jamals shouldnt of set like 350 switches before we did the obstacle!
Report, edit, etc...Posted by Kenoli on 2005-12-18 at 20:18:37
Here's one way to string together multiple triggers.
Trigger
Conditions:
¤ Player has suffered exactly 1 death of unit.
Actions:
¤ Do some obstacle stuff here.
¤ Modify death count for Player: Add 1 for unit.

Trigger
Conditions:
¤ Player has suffered exactly 2 death of unit.
Actions:
¤ Do more obstacle stuff here.
¤ Modify death count for Player: Add 1 for unit.

Trigger
Conditions:
¤ Player has suffered exactly 3 death of unit.
Actions:
¤ Do remaining obstacle stuff here.
¤ Modify death count for Player: Set to 0 for unit.
Report, edit, etc...Posted by Subrosian on 2005-12-18 at 20:19:50
QUOTE(Kenoli @ Dec 18 2005, 07:18 PM)


Trigger
Conditions:
¤ Player has suffered exactly 2 death of unit.
Actions:
¤ Do more obstacle stuff here.
¤ Modify death count for Player: Add 1 for unit.

[right][snapback]382699[/snapback][/right]

Correction:
Trigger
Conditions:
¤ Player has suffered exactly 1 death of unit.
Actions:
¤ Do more obstacle stuff here.
¤ Modify death count for Player: Add 1 for unit.
Report, edit, etc...Posted by Snipe)r( on 2005-12-18 at 20:20:48
OK so wat do u sugest i do, as in wats the ezest and shortes way to go?
Report, edit, etc...Posted by Kumano on 2005-12-18 at 20:24:50
QUOTE(Subrosian @ Dec 18 2005, 05:19 PM)
Correction:


Trigger
Conditions:
¤ Player has suffered exactly 1 death of unit.
Actions:
¤ Do more obstacle stuff here.
¤ Modify death count for Player: Add 1 for unit.

[right][snapback]382701[/snapback][/right]


He already had that before it...

Simplest way to do it? Well, the way people said it.. At the end of the first trigger set any unused switch, or death count or whatever, then make a second trigger which has that death count, switch or whatever set then continues the obstacle stuff.
Report, edit, etc...Posted by Snipe)r( on 2005-12-18 at 20:49:39
ok do i put a preserve trigger at the end of the first trigger or the second or both?

ADDITION:
ok do i put a preserve trigger in the 1st trigger or the 2nd trigger or both
Report, edit, etc...Posted by re_casper on 2005-12-18 at 22:42:35
you should presearve both.
I had that problem too. I was too lazy and just put all the kills on one trigger, and create as many lurkers that are burrowed. then the lurkers would die, but it would not go like "unit not placeable" things
Wait, you are making explosions right?
Report, edit, etc...Posted by KABOOM on 2005-12-18 at 23:03:33

Trigger
Description:
first part
Players:
¤ whatever
Conditions:
¤ switch is set
Actions:
¤ your obstacle
¤ clear switch
¤ set switch 2
¤ preserve
¤ comment




Trigger
Description:
second part
Players:
¤ whatever
Conditions:
¤ switch 2 is set
Actions:
¤ your obstacle
¤ clear switch 2
¤ set switch
¤ preserve
¤ comment

Report, edit, etc...Posted by re_casper on 2005-12-18 at 23:04:51
kaboom, i do not think he has any switches left

Trigger
Description:
First Part
Players:
¤ the obstacle
Conditions:
¤ Deaths of a player is 1
Actions:
¤ The obstacle
¤ presearve trigger



Trigger
Description:
second part
Players:
¤ the obstacle player
Conditions:
¤ Deaths of the player above is 2
Actions:
¤ The other part of the obstacle
¤ presearve trigger


it is the same thing except
Report, edit, etc...Posted by www.com.au on 2005-12-18 at 23:52:59
so use death counts as switches. its just as easy.
Report, edit, etc...Posted by Oo.Insane.oO on 2005-12-19 at 00:16:16
QUOTE(AOB)Moo)s( @ Dec 18 2005, 08:11 PM)
well this is the trigger i have




Trigger
Description:
Obstacle 2
Players:
¤ Player 8
Conditions:
¤ Switch 2 is set
Actions:
¤ Then i have the lots of explosions
¤ and i ran out of room

so now i need to know how to connect this trigger to another trigger thats the second part of the obstacle so i cna go onto my next obstacle

Edit: in the first trigger whhy is it switch X is cleared? i have switch X is set
[right][snapback]382689[/snapback][/right]


Just do

Switch (Whatever) Is Set
-----
Clear Switch (Next)
Explosions
Set Switch (Next)




Switch (Next) Is Set
-----
Clear Switch (Whatever)
More Explosions
Set Switch (Whatever)
Report, edit, etc...Posted by Subrosian on 2005-12-19 at 01:04:24
QUOTE(Kumano @ Dec 18 2005, 07:24 PM)
He already had that before it...
[right][snapback]382704[/snapback][/right]


He edited his post

ADDITION:
Kenoli's way won't work now, because it'll never meet the condition of 1 death for unit.
Report, edit, etc...Posted by Kenoli on 2005-12-19 at 01:20:56
QUOTE
He edited his post

ADDITION:
Kenoli's way won't work now, because it'll never meet the condition of 1 death for unit.
You set it to 1 to start the obstacle, durr?
Report, edit, etc...Posted by Kumano on 2005-12-19 at 05:33:07
Oh, to make it go as though it were with one trigger with preserve working normally, you will need to make sure that trigger 1 needs the death count to be at 0, so it doesn't go off at same time as trigger 2. Trigger 2 will set the death count back to 0 at the end, so it will get set to trigger 1.

Basically like this:

Trigger
Description:
Trigger 1
Conditions:
¤ Whatever makes obstacle start
¤ Deathcount 1 is at 0
Actions:
¤ Obstacle stuff here
¤ Add 1 for deathcount 1
¤ Preserve Trigger


Trigger
Description:
Trigger 2
Conditions:
¤ Deathcount 1 is at 1.
Actions:
¤ Obstacle stuff here.
¤ Set deathcount 1 to 0.
¤ Preserve Trigger.
Report, edit, etc...Posted by Red2Blue on 2005-12-19 at 05:42:47
Im terriblly sorry but, I didn't fully read all the triggers up there...

Why just two triggers? Why not many?


Usually in obsticles that I have that are very long, I split my explosions up depending on what fits best.


You could "bridge" your triggers together, like how they explained above. This is when the trigger just needs that tiny extra "umph" to fit everything in.

Or you could use switches per explosion interval.

Lemmie explain.

Say you have an ob that goes up and down across 10 squares.
(ya know, the ling goes up and down while the whole thing blows up then down).

Well, I would just use a switch PER explosion interval.

So have switch1, when set, blows up the entire top,
and switch2, when set, blows up the entire bottom.

Magic!

Then you could just have the actual ob trigger go:

Set switch2, wait, set switch2, wait, preserve. Done!

Really simplifies your work and gets you out of the glitchiness of bridging two triggers together.

You can use deathcounts if you want...
Report, edit, etc...Posted by Oo.Jamal.oO on 2005-12-19 at 07:08:53
Loll.... and Moos just set switch 51 or something... 51-255 aren't used.. just like write a list of what triggers are used so we don't use them twice..
Report, edit, etc...Posted by Snipe)r( on 2005-12-19 at 22:19:30
Ok ty guys i got it to work (well actually jamals did it tongue.gif)

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