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Staredit Network -> UMS Assistance -> [SOLVED] triggers and doors...
Report, edit, etc...Posted by bean89032 on 2006-01-04 at 11:08:15
i have all of the triggers set up exactly right, and everyhting but my doors still wont open whne they are "hacked"(bring a reaver across a line on the top of the map) the doors still wont open ill post the full trigger list later cause im in school but im pretty sure there set up right plz help me...

--bean--
Report, edit, etc...Posted by Screwed on 2006-01-04 at 12:07:56
Since you haven't posted your trigger... this could be not much help at all. I'm simply asking you to check your triggers again. Make sure you enable to close them, and disable to open them (meh, shizzle... I think that's right?). Also check you did it for the rightplayer, and preserved it somehow if you want it to happen more than once. Also, check that the trigger actually did fire and not blogged up in a wait block.

That is all.
Report, edit, etc...Posted by Chronophobia on 2006-01-04 at 13:08:34
Have you checked that it disables doodad state for player 12? That's how you open the door
Report, edit, etc...Posted by Syphon on 2006-01-04 at 13:59:04
Nah, jsut use all player.
Report, edit, etc...Posted by bean89032 on 2006-01-04 at 15:40:31
ok well im back and here is EXACTLY what the triggers look like


Conditions-
Player one brings exactly 1 hack to 'hack finish'
'switch' is cleared
Actions-
set 'switch'
disable doodad state for left pit door for all players at 'door1'
preserve trigger


Conditions-
player one brings exactly 0 spartan(john) to 'door1'
'switch' is set
Actions-
'clear' switch
enable doodad state for left pit door for all players at 'door1'
preserve trigger

i put one of these sets in affect(selected the boxes in the begining of the trigger making process) for one for each person except players 6-8(6 is not used and players 8 and nine are the base defenses and the covenent[the cov are player 8 and the defences are player 7])
Report, edit, etc...Posted by fritfrat(U) on 2006-01-04 at 15:45:12
Are you using different switches for different players? It won't work if you use the same switch. I assume there is atleast 1 "spartan" at the location door1, as well.

I suggest making an extra testing action in the first trigger something like "create 1 unit" or "add 1 resource" (if resources are unused) to isolate the problem and see if the first trigger is even firing.
Report, edit, etc...Posted by bean89032 on 2006-01-04 at 16:09:39
ok ive done this it still isnt working ive done both the switch thing and the add a unit at location none of it is working
Report, edit, etc...Posted by Kumano on 2006-01-04 at 17:14:37
Make sure the location is big enough, sometimes it may look like it's big enough but isn't. The only other thing I could think of is if you're not changing the doodad state for the right door, since there are 4 different doors, and you may be using the wrong one.
Report, edit, etc...Posted by bean89032 on 2006-01-04 at 17:38:04
well i tried that too but thats not it either would someone like to tak a look at the map in person if so im me or someting my sn is bean89032
Report, edit, etc...Posted by Kookster on 2006-01-06 at 04:29:10
your requirement of switch being cleared in the first trigger did you make sure you have a trigger that makes it cleared, i once forgot to do that, and make sure your not trying to open to gates with one trigger, it wont work, ive tried, you must have a seperate location for each gate.

Conditions-
Always
Actions-
clear 'switch'


Conditions-
Player one brings exactly 1 hack to 'hack finish'
'switch' is cleared
Actions-
set 'switch'
disable doodad state for left pit door for all players at 'door1'
preserve trigger


Conditions-
player one brings exactly 0 spartan(john) to 'door1'
'switch' is set
Actions-
'clear' switch
enable doodad state for left pit door for all players at 'door1'
preserve trigger
Report, edit, etc...Posted by PhoenixRajoNight on 2006-01-06 at 04:55:37
Why do you need to use switches anyways, ive used the door triggers plenty of times, and i never use a switch with them, honestly i hate switches, they can be very buggy in my opinion, i prefer to use death counters for everything, including using them as switches, only time i really use switches is in a multi trigger action, and for creating a random generation of some sort.

P.S. I hate Switches, UGH, lol.
Report, edit, etc...Posted by LegacyWeapon on 2006-01-06 at 16:05:27
You need the switch or else the door will constantly open/close making it look really buggy.
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