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Staredit Network -> UMS Assistance -> Trigger Fluency
Report, edit, etc...Posted by Jello-Jigglers on 2006-03-04 at 13:26:53
Ok... heres the deal. I am making an rpg, but some of the triggers fire really slow(w/ or w/o hyper) or they are completely disregarded. Can some1 help me out please its really starting to bug me.(btw, im not really nooby, so dont dumb down the comments thx)
Also: if you want to see my triggers i will be glad to type them all in. (Thats how desperate i am.! helpsmilie.gif
Report, edit, etc...Posted by flipmonkey on 2006-03-04 at 13:32:25
Post up the trigger and we will see.
Report, edit, etc...Posted by Jello-Jigglers on 2006-03-04 at 14:10:59
K give me a sec. i have tennis for a couple of hours.
Report, edit, etc...Posted by Rantent on 2006-03-04 at 15:04:31
Well, first off, I never like using waits with hyper triggers, which is what it sounds like your doing.

Other than that, I don't know what to say.
Report, edit, etc...Posted by dumbducky on 2006-03-04 at 19:24:04
You could place your map as an attachment if you have lots of triggers with problems.
Report, edit, etc...Posted by KaboomHahahein on 2006-03-04 at 20:20:21
And make sure if you are using hypper triggers to give to a computer with no waits and put the hypper triggers at the bottom of the trigger list.
Report, edit, etc...Posted by Jello-Jigglers on 2006-03-04 at 21:30:57
K here they are(in Order)


Trigger
Description:
Start
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Create '1' 'Marine' for 'Player 1' at 'Start'




Trigger
Description:
Set Lights
Players:
¤ Player 1
Conditions:
¤ Always
Actions:
¤ Set switch 'Lights'




Trigger
Description:
Light Activation
Players:
¤ Player 1
Conditions:
¤ Switch 'Lights' is set
¤ 'Player 3' brings 'at least' '1' 'psi emitter' to 'Light Activation
Actions:
¤ Give all 'psi emitter' owned by 'Player 3' at location 'Light Activation' to 'Player 1'
¤ Preserve Trigger




Trigger
Description:
Light Deactivation
Players:
¤ Player 1
Conditions:
¤ Switch 'Lights' is set
¤ 'Player 1' commands 'at least' '1' 'psi emitter'
¤ 'Player 1' brings 'exactly' '0' 'psi emitter' to location 'Light Activation'
Actions:
¤ Give all 'psi emitter' owned by 'Player 1' at location 'Anywhere' to 'Player 3'
¤ Preserve Trigger




Trigger
Description:
Center Light Activation Location
Players:
¤ Player 1
Conditions:
¤ Switch 'Lights' is set
Actions:
¤ Center location 'Light Activation' on 'Marine' owned by 'Player 1' at Anywhere
¤ Preserve Trigger


(btw; Player 1 is human, Player 3 is computer, and player 3 has randomly placed psi emitters)
Report, edit, etc...Posted by Noober on 2006-03-05 at 00:29:40
You can combine the first 2 triggers.
Report, edit, etc...Posted by Jello-Jigglers on 2006-03-05 at 10:06:40
k... that sounds good. nething else???

I kinda have them working correctly, they just fire really slow...
Report, edit, etc...Posted by (U)Bolt_Head on 2006-03-05 at 14:24:24
Well your switch serves no purpose at all. What does giving the Psi emitter to the computer and bad do anyways?
Report, edit, etc...Posted by Jello-Jigglers on 2006-03-05 at 15:24:33
Well, the psi emitters will serve as lights for the human player. when he is no longer within range of the light it will turn off as long as another psi emitter is not within range of the location(light activation). (ps, the switch does serve purpose, i just didn't include all of the triggers, just the ones i was having trouble with. when the marine leaves a certain location, there is no need for lights anymore, so all of the light related triggers are disregarded.) I think my triggers are all worked out now. Thanks For everyones advice.(whoever locks this forum can go ahead and do it cause its already served its purpose.)

Thanks everyone who provided comments. smile.gif
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