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Staredit Network -> UMS Assistance -> [Solved] Display text for ALL players?!?!
Report, edit, etc...Posted by Gigins on 2005-12-24 at 10:46:41
Is this possible in 1 trigger?
I need a display text for all(8) players and quick condition preserve. I need it in one trigger because I have 288 different messages to display. Any ideas?
Report, edit, etc...Posted by fritfrat(U) on 2005-12-24 at 11:12:53
The only way it is possible in 1 trigger is if all the players are checked in the players screen of the trigger. Otherwise, you will have to use a switch, score, unit, resource, etc. to handle the conditions. Depending on the conditions and other actions, it may be easier to simply use 2 triggers each.

For player activating triggers, set switch.
For all players, if switch is set, display text, disable switch.

If it is all combined and linked together, you can just set a switch to activate them all. If not, I may suggest setting an unused score amount (I love doing this, so long I don't lose track of what I use) to a number. For example, set razing or custom score to 44, and it displays the 44th message.

Just some ideas. Sucks that you can only display message for "current player," doesn't it.


EDIT: Forget the score idea, death counters is a lot better of an idea. Same basic idea, though. Go moose smile.gif

EDIT#2: The example I gave above with switches is a bad one, because the first player MAY disable the switch before everyone else has a chance to see the message.

I would personally just set a death counter of 1 unit to a # between 1 and 288 for all players, and then make 288 triggers to reset the death counter to 0 and display each corresponding message.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-12-24 at 11:13:14
Whatever it is, they all have to run the trigger. You could do it with 2 triggers each, such as...

Trigger
Conditions:
¤ Conditions to Display Text
Actions:
¤ Set Death Counter of someunit for All Players to 1

Trigger
Conditions:
¤ Current Player has suffered 1 death of someunit
Actions:
¤ Display Text "sup".
¤ Set Death Counter of someunit for Current Player to 0


OR, if there is nothing else in the trigger that will screw it up running multiple times, make the conditions change so all the players run it.

ie, "Current Player brings 1 unit to speech" becomes "Force 1 brings 1 unit to speech". Just remember, all the players will run each action in that trigger.
Report, edit, etc...Posted by Gigins on 2005-12-24 at 12:27:30
Yea, moose thats why I asked. How to run the same trigger 8 times and and stop it from running forever. While still keep it preserved wacko.gif
About the death counter, any idea how to get 288 different units for them?
Report, edit, etc...Posted by O)FaRTy1billion on 2005-12-24 at 14:18:17
Use the same unit, but Death values of 0 = Display none. 1-288 Dispaly whatever.
Be sure to do Suffered Exactly # of deaths.

Trigger
Players:
¤ All Players
Conditions:
¤ Text 1 Whatever
Actions:
¤ Set Deaths for TextUnit to 1


Trigger
Players:
¤ All Players
Conditions:
¤ Text 2 Whatever
Actions:
¤ Set Deaths for TextUnit to 2


Trigger
Players:
¤ All Players
Conditions:
¤ If Deaths of TextUnit is exactly 1
Actions:
¤ Display 1 Text
¤ Set Deaths to 0
¤ Preserve Trigger


Trigger
Players:
¤ All Players
Conditions:
¤ If Deaths of TextUnit is exactly 2
Actions:
¤ Display 2 Text
¤ Set Deaths to 0
¤ Preserve Trigger
Report, edit, etc...Posted by Gigins on 2005-12-24 at 14:24:58
Hey, thats even sounds reasonable biggrin.gif it's 576 triggers but better than everything else I have in mind.
I have a question about this, about what size 576 simple few condition/action triggers would add to a map?
Thanks BTW wink.gif
Report, edit, etc...Posted by O)FaRTy1billion on 2005-12-24 at 14:31:29
I don't know if SEN will display the symbol properly... but use a NewLine symbol in the strings to save 1 byte per newline.

I attached it in a 3 byte file. Depending on what you use to open it, you should be able to see it. (I put it in brackets)
Report, edit, etc...Posted by Gigins on 2005-12-24 at 14:40:25
I can only open it with FF and it's showing only brackets. It acts as a link not item, and I can only do link stuff to it.
Even with 1 byte saved it would be 1 on trigger = not even a KB saved. I was just wondering. I need this for "display kills" feature. 18 units, 8 players. It would display which player has killed which unit for which player.

Now map's size is 63KB and if these triggers will seriously increase map's size then I better shouldn't add them.

Anyway, I could use the NewLine symbol tongue.gif
Report, edit, etc...Posted by O)FaRTy1billion on 2005-12-24 at 14:44:20
Right click and Save Target As (or whatever FF has). Browsers open text files and displays them. And bytes add up. wink.gif (That can even be used placed like Scenario Properties to have two-lined names)
Report, edit, etc...Posted by Gigins on 2005-12-24 at 14:50:58
What do you mean by two-lined names? And will it increase the map size radically?
Anyway, thanks tongue.gif
Report, edit, etc...Posted by O)FaRTy1billion on 2005-12-24 at 14:53:02
Unit names are only displayed on one line (sadly) but game names are two lines.
And it only adds one byte; normal Returns (When you press Enter) are two bytes.
Report, edit, etc...Posted by Gigins on 2005-12-24 at 15:03:02
Ok what about 500+ triggers?
Report, edit, etc...Posted by BLISSARD[VdD] on 2005-12-24 at 16:22:25
You guys are confusing me, by the way 288 messages is a whole lot. crazy.gif
Are you going to make a movie or, story map something...? mellow.gif

The Way I would do it is to use switches, its just my type. Easy handling.
cool1.gif
Like:

TRIGGER 1:

Conditions:
*Switch one set

Action:
*Switch one clear
*Message
*Wait
*More Message
*Wait
*And More Messages
*Wait
*Switch two set
Preserve Trigger

TRIGGER 2:

Conditions:
*Switch two set

Action:
*Switch two clear:
*Message
*Wait
*More Message
*Wait
*And More Messages
*Wait
*Switch three set
Preserve Trigger And Keep Going Like That. happy.gif



Report, edit, etc...Posted by O)FaRTy1billion on 2005-12-24 at 16:34:27
There is only 256 switches, he needs 288. And 288 is greater than 256. Also switches are enabled/disabled for all players (In other words, you cannot enable a switch for ONLY one person).
Report, edit, etc...Posted by Gigins on 2005-12-24 at 16:37:30
Even if there were so many switches it would be like 2304 triggers laugh.gif
Report, edit, etc...Posted by Urmom(U) on 2005-12-24 at 17:37:00
For making the trigger not run more than 8 times but still having the preserve, just add a death count to it and make it so that it can't go over a limit in the conditions.

Trigger
Conditions:
¤ Current Player brings at least one men to location 1
¤ Current player has suffered at most 7 deaths of ursadon
Actions:
¤ Set deaths for current player: add 1 for ursadon
¤ Do actions
¤ Preserve Trigger

Report, edit, etc...Posted by BLISSARD[VdD] on 2005-12-25 at 21:27:05
QUOTE(DEAD @ Dec 24 2005, 03:37 PM)
Even if there were so many switches it would be like 2304 triggers laugh.gif
[right][snapback]388768[/snapback][/right]

QUOTE(O)FaRTy1billion @ Dec 24 2005, 03:34 PM)
There is only 256 switches, he needs 288. And 288 is greater than 256. Also switches are enabled/disabled for all players (In other words, you cannot enable a switch for ONLY one person).
[right][snapback]388763[/snapback][/right]

Okay You didn't understand me, I didn't say that use one message for each switch, you could put as much as many messages in to each switch...

I only say try, cause I don't know if it would be a good idea, because the wait(); triggers between the messages will mess up other triggers. cry.gif
Report, edit, etc...Posted by Mini Moose 2707 on 2005-12-26 at 10:29:30
If you use switches, the first player to run the trigger will clear the switch and the other players won't see the messages. Death counters have seperate values for each player, so when they display the message, they only turn off the display for themselves.
Report, edit, etc...Posted by Gigins on 2005-12-26 at 11:52:44
Yea, this was solved a while ago. O)FaRTy1billion gave a perfect solution with death counters. 2 triggers on text display.

For anybody who has problems with displaying text to multiple players check post # 5

Thanks everybody tongue.gif
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