Staredit Network

Staredit Network -> UMS Assistance -> Creating and Placing Problem
Report, edit, etc...Posted by flipmonkey on 2006-01-30 at 16:38:04
Geez I have so many problems, and i dont no where there coming from.

Anyways, I have the each player go to 1-8 gyms in order. Win you win the gym ur supposed to money and a badge. I set one location where all the badges get set after winning the battle. That location is set to each players backpack or little area where all there things go. So that mean that one location is set to 6 other players with there own location layer. The problem is when a player wins the battle and gets there reward. For some reason if player 2 wins the battle the money and the badge gets set to player one. Same goes with the other player but gets sent to the player that before them (player 2-1 3-2 4-3 5-4 6-5). The triggers are right and the location layers are set to the right person. There is nuthing wrong with player one. Not sure what is up. Just want to no whats happening here.
Report, edit, etc...Posted by joker2kill on 2006-01-30 at 16:46:53
QUOTE(flipmonkey @ Jan 30 2006, 01:38 PM)
Geez I have so many problems, and i dont no where there coming from.

Anyways,  I have the each player go to 1-8 gyms in order. Win you win the gym ur supposed to money and a badge.  I set one location where all the badges get set after winning the battle.  That location is set to each players backpack or little area where all there things go. So that mean that one location is set to 6 other players with there own location layer.  The problem is when a player wins the battle and gets there reward.  For some reason if player 2 wins the battle the money and the badge gets set to player one.  Same goes with the other player but gets sent to the player that before them (player 2-1  3-2  4-3  5-4  6-5).  The triggers are right and the location layers are set to the right person. There is nuthing wrong with player one. Not sure what is up.  Just want to no whats happening here.
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i would be happy to reply...if you would speak english wink.gif i cant understand what your saying or asking...
Report, edit, etc...Posted by Chester on 2006-01-30 at 16:55:27
im understanding but please attach your map so i or we could check the triggers or the locations and figure out this problem
Report, edit, etc...Posted by Corbo(MM) on 2006-01-30 at 17:23:54
ok from the small pieces of a decent post i understood is that the "badges and money" go to one player before you can check the boxes where you chose the players before the conditions check them if they are in the correct space or either if you have the 6 players checked, check that the triggers uses "current player" instead of player X, allies, all players or enemies. if that doesn't work go back and remake your triggers but for each player and not a group trigger and if that doesn't work either erase your maps and quit playing sc tongue.gif
Report, edit, etc...Posted by fritfrat(U) on 2006-01-30 at 17:53:26
Pretty much, just double check that you are using the right locations, and use "Current Player" to affirm you are using the right players.

Sounds like a pokémon game smile.gif


EDIT: You said the locations and players were right, but not only do you need to double check this, but make sure that the player activating the conditions is the correct one receiving the action. Post the map if you are still lost.
Report, edit, etc...Posted by flipmonkey on 2006-01-30 at 19:21:52
Sorry, i was never any good at explaing things. Well hmm.. i dont no how to say this.

*6 players, all lined up with a little box "terrian i made" from left to right (1- 6) each with a location layer.

*1 badge location
Every time player wins there badges gets sent to this location. From there is get sorted to the current player

*8 gyms
Each gym having there own badge and money reward


A any player besides player one goes to the first gym, wins that gym but there reward gets set to another player. when i play alone with any player the rewards go to me.




Wow i really hate explaing, lol english is not my thing.
Report, edit, etc...Posted by fritfrat(U) on 2006-01-30 at 19:28:15
If so, your sorting triggers are the issue. If when you play alone the sorting works just spiffy, it is probably a matter of the game recognizing a player having completed a gym when they actually haven't.

Pretty much, double check and change the sorting triggers to make sure that somebody else completing their gym does not activate the "receive badge" trigger for another player first. The triggers are probably firing and executing properly, just at times when they shouldn't be.
Report, edit, etc...Posted by flipmonkey on 2006-01-30 at 19:51:12

Trigger
Description:
Gyms 1-8
Players:
¤ Pokemon Trainers (Force 1)
Conditions:
¤ Player 8 brings exactly 0 men to "Gym Zone"
¤ "Gym #" is set
Actions:
¤ Create 1 Badge at "Badges Here" for Current player
¤ Modify resources for Current play: Add # Vespene Gas
¤ Display Text Message
¤ Set "Gym Zone"
¤ Clear "Gym #"
¤ Comment: Gym # Win


This is the trigger for the wins


Trigger
Description:
Badges
Players:
¤ Player 1-6
Conditions:
¤ Always
Actions:
¤ Move 1 Badge for Current Player at "Badges Here" to "Player #(1-6) badge"
¤ Preserve trigger
¤ Comment: Badges


And here is that sort trigger. Made one for each player.

ADDITION:
Oh and another things i left out. If your player 2, and player 1 already has badge 1 you get the badge 1 next time when u defeat the gym leader.
Report, edit, etc...Posted by in_a_biskit on 2006-01-30 at 20:44:43
I'm really not sure how you've got this set up...

You have a Gym location called "Gym Zone". - or do you have 8 gym locations?
When a player wins at a gym, they're supposed to get money and a 'badge', which is represented by some unit.
That Badge unit is created at a location called "Badges here".
Then that Badge unit is moved to a location called "Player #(1-6) Badge)". - or do you have six separate locations, one for each player?

Your main problem is that the Badges aren't always being created for the player that beat the gym. In particular, they're being created for lower number players that haven't yet beat the gym.

With the switches called "Gym #", is the # to denote which player has or hasn't won at the gym?
When do you set the "Gym #" switches? Right at the beginning of the game?
What is the "Gym Zone" switch for?

If I've interpreted everything correctly, then your problem is that any player can defeat a gym, and if "Gym 1" is set, then that trigger will activate and give player 1 the badge, whether it was player 1 who won at the gym or not.

One way of getting around your problem is to make sure the trigger 'knows' who has just beaten the gym - for example, with a condition "Current player brings at least 1 unit to 'Gym Zone'." in your first trigger. Rather than using your "Gym #" switches, I'd prefer to simply count the number of badges you have - which should tell you which gym you're up to, if you have to do them in order.
So for the first gym the condition would be "Current player commands at most 0 badges" instead of "'Gym #' is set".
This way, you only need one trigger, not six, and you don't need switches.

You may also need a failsafe trigger with the similar conditions, except with "Current player commands at least 1 badges" instead of "Current player commands at most 0 badges", to make sure either that the same player doesn't try to win against a gym more than once, or that if the player wins against a gym that they've already beaten, they don't get another badge/money.

message in a line: You need a 'current player' condition or another method to make your trigger recognise who exactly beat the gym
Report, edit, etc...Posted by flipmonkey on 2006-01-30 at 23:16:59
QUOTE(in_a_biskit @ Jan 30 2006, 08:44 PM)
I'm really not sure how you've got this set up...

You have a Gym location called "Gym Zone". - or do you have 8 gym locations?
When a player wins at a gym, they're supposed to get money and a 'badge', which is represented by some unit.
That Badge unit is created at a location called "Badges here".
Then that Badge unit is moved to a location called "Player #(1-6) Badge)". - or do you have six separate locations, one for each player?

Your main problem is that the Badges aren't always being created for the player that beat the gym.  In particular, they're being created for lower number players that haven't yet beat the gym.

With the switches called "Gym #", is the # to denote which player has or hasn't won at the gym?
When do you set the "Gym #" switches? Right at the beginning of the game?
What is the "Gym Zone" switch for?

If I've interpreted everything correctly, then your problem is that any player can defeat a gym, and if "Gym 1" is set, then that trigger will activate and give player 1 the badge, whether it was player 1 who won at the gym or not.

One way of getting around your problem is to make sure the trigger 'knows' who has just beaten the gym - for example, with a condition "Current player brings at least 1 unit to 'Gym Zone'." in your first trigger.  Rather than using your "Gym #" switches, I'd prefer to simply count the number of badges you have - which should tell you which gym you're up to, if you have to do them in order.
So for the first gym the condition would be "Current player commands at most 0 badges" instead of "'Gym #' is set".
This way, you only need one trigger, not six, and you don't need switches.

You may also need a failsafe trigger with the similar conditions, except with "Current player commands at least 1 badges" instead of "Current player commands at most 0 badges", to make sure either that the same player doesn't try to win against a gym more than once, or that if the player wins against a gym that they've already beaten, they don't get another badge/money.

message in a line: You need a 'current player' condition or another method to make your trigger recognise who exactly beat the gym
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Guess i didnt clarify everything as well as i thought.

Lets start off with thr location layers:
Gym Zone: Location layer over the Gym arena. There is only one gym arena
Player #(1-6) Badge): Each player as there own seprate trigger. Player 1 badge, Player 2 badge....Player 6 badge.
Badge Here: Place where all badge gets sent before going to the "Player 1 badge....." Location

Switches:
Gym #: What number the gym is. There are eight diffent gyms and named them as followed; Gym 1, Gym 2,....Gym 8. Heres how it gets active;

Trigger
Description:
Gyms 1-8
Players:
¤ Pokemon Trainers (Force 1)
Conditions:
¤ Current player brings exactly 1 Trainer to "Gym #"
¤ Current player brings at least # men to "Gym #"
¤ "Gym Zone" is set
Actions:
¤ Center View "Gym Zone"
¤ Move 1 Trainer for Current player at "Gym #" to "Gym Trainer"
¤ Move # men for Current player at "Gym #" to "Gym Trainer Pokemon"
¤ Create # unit at "Gym Leader Pokemon" for Player 8
¤ Create 1 Trainer at "Gym Leader" for Player 8
¤ Display Text Message
¤ Set "Gym #"
¤ Comment: Gym # Battle

*No Problem what so ever with this trigger*

Gym Zone: This switch allows player to enter the gym. Once a player is in the gym arena the switch turns off. Stopping other player from entering. Once the battle is over its turned back on.

I hope i cleared everything up.

ADDITION:
Never mind guys, i think i figured out why this is all happening. I dont no if i can explain it but it has to do with the switches.

When u enter the battle which show in the trigger above, it will active the switch "gym #" Once that switch gets active the trigger with the reward will get active as well. But that trigger will go for all players starting with player one. In that trigger i set no condition telling what player it should go to. Which made all the badges get sent to me.

If sumbody can clarify this for me it would be a big help to all of us. I just learned sumthing very important. LOL.
Report, edit, etc...Posted by in_a_biskit on 2006-01-31 at 07:30:03
It seems like your problem in the end was similar to what I was trying to explain, even though I interpreted your setup quite differently to what you meant.

When a trigger is only meant to apply for one player at a time, either you need to make a separate trigger applying to each player (if there are player-specific switches or other player-specific actions/conditions), or you need to use a "Current player" condition, to determine for whom the trigger should fire.

Good job on working that out yourself - you're right - it is an important concept.
Report, edit, etc...Posted by flipmonkey on 2006-01-31 at 16:33:55
Arg my mom got mad at me forbeing on the computer. LOL Im going to fix this problem now, i hope i dont run into any other problems eerr lol.
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