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Staredit Network -> UMS Assistance -> Trigger Question
Report, edit, etc...Posted by Jello-Jigglers on 2006-03-12 at 19:55:04
So heres the deal. I am tight on locations and i need to do some enter's and exit's, so i am trying to save locations by using a switch and the same location twice. Heres the triggers;


Trigger
Description:
Enter
Players:
¤ player 1
Conditions:
¤ Player 1 brings exactly 1 MARINE to ENTER
¤ Switch A is Set
Actions:
¤ Move all MARINE to ENTERED
¤ Center View for current player on ENTERED
¤ Display 'ENTER BUILDING'
¤ Preserve Trigger



Trigger
Description:
Exit
Players:
¤ Player 1
Conditions:
¤ Player 1 brings exactly 1 MARINE to EXIT
¤ Switch A is Set
Actions:
¤ Clear Switch A
¤ Move all MARINE to ENTER
¤ Center View for current player on ENTER
¤ Display 'EXIT BUILDING'
¤ Preserve Trigger



Trigger
Description:
Enter/Exit Fix
Players:
¤ Player 1
Conditions:
¤ Player 1 brings exactly 1 MARINE to (not inside building)
¤ Player 1 brings exactly 0 MARINE to ENTER
¤ Switch A is Cleared
Actions:
¤ Set Switch A
¤ Preserve Trigger


So there they are... What is supposed to happen is when you bring your marine to the building, it will transport you 'into' the building. Then when you bring your marine to the exit(indicated by a beacon), you will be transported back to the entrance of the building. With out the enter/exit fix, you would instantly be transported back to the 'Building'. With the enter/exit fix, it should make it so that, to enter the 'Building' again, you have to leave the 'ENTER' location and re-enter the 'ENTER' location. The problem is, is that it doesn't work. Can anyone tell me what is wrong...

(I have checked and re-checked to see blatantly obvious bugs, but there don't seem to be any problems... helpsmilie.gif
Report, edit, etc...Posted by Kenoli on 2006-03-12 at 20:55:34
I see what is supposed to happen, but what actually happens? Do the triggers not fire?
Report, edit, etc...Posted by Jello-Jigglers on 2006-03-12 at 21:00:23
Every thing goes... thats the problem. The 'Fix' trigger shouldn't fire until you leave the location... but it just keeps going as if the conditions were met...
Report, edit, etc...Posted by Kenoli on 2006-03-12 at 21:06:47
If you have this condition
¤ Player 1 brings exactly 0 MARINE to ENTER
and you move the marine to the location ENTER, then the trigger shouldn't fire untill the marine leaves.

So... I don't know. Just make sure you've got the conditions and the locations just right.
Report, edit, etc...Posted by joker2kill on 2006-03-12 at 21:28:30
QUOTE(Kenoli @ Mar 12 2006, 06:06 PM)
If you have this condition
¤ Player 1 brings exactly 0 MARINE to ENTER
and you move the marine to the location ENTER, then the trigger shouldn't fire untill the marine leaves.

So... I don't know. Just make sure you've got the conditions and the locations just right.
[right][snapback]444451[/snapback][/right]

are you saying that Kenoli cant get a specific correct answer?!? and look at what he said!
QUOTE
So... I don't know.


wow...anyways so ppl dont call this spam i will try and help you tongue.gif

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so where exactly is "not inside building" and i would say that the Preserve trigger keeps firing off that enter/exit fix. Becasue it just keeps setting switch A back up again...and again...and again...etc
Report, edit, etc...Posted by Jello-Jigglers on 2006-03-12 at 22:00:25
i am 1000 percent positive... but checking one more time can't hurt... do you think if i add more switchs so that the pattern is such that it could help?;

switch A set at start

switch a cleared when entering building
switch b set when entering building

switch b cleared when exiting building
switch c is set when exiting building

switch c is cleared when leaving 'ENTER'
switch a is set when leaving 'ENTER'

(switch switch c must be set to enter the building

ADDITION:
Um do you want me to post my map so you can see all the triggers or do you want me to try and draw a pic... either way you like i am happy to do.

ADDITION:
Fixed!... all that work and the stupid location was over a doodad... i didn't realize that if you have a doodad and a location over it, and then you try and move units to that location sc freaks out. Thanks for all your efforts everyone. disgust.gif
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