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Staredit Network -> UMS Assistance -> Display message to multiple players.
Report, edit, etc...Posted by Gigins on 2006-04-12 at 14:46:27
Ok I need a preserved trigger that displays texts message to multiple players.

*It must be in limit of 2-3 triggers on 1 message. I will need to display a lot of them.
*All human players(1-6) must see it.
*The trigger(s) must be preserved, and must work the same multiple times.
*must not use more than 1 death counter on message or no DC at all.

Now, I know how to do it, but I am looking for the best and easiest way. So why not ask the best map making community in the world biggrin.gif

Note: please don't try to give an advice if you are not competent in this matter, thank you.
Report, edit, etc...Posted by O)FaRTy1billion on 2006-04-12 at 14:53:34
Do you want one message at a time, or able to send multiple?
If it is one message at a time just make different death count values for each message.
Report, edit, etc...Posted by Gigins on 2006-04-12 at 15:01:44
Probably multiple, maybe even 3-2 in a second. But please explain your method a bit.
Report, edit, etc...Posted by O)FaRTy1billion on 2006-04-12 at 15:28:05
Something like this:

Trigger
Description:
Set Message 1
Players:
¤ Whoever
Conditions:
¤ Whatever
Actions:
¤ Set Deaths of Whatever to 1
¤ Whatever else you need (preserve, et cetera)

Trigger
Description:
Display Message 1
Players:
¤ Whoever
Conditions:
¤ Deaths of Whatever is Exactly 1.
Actions:
¤ Display "Message 1"
¤ Set Deaths of Whatever to 0
¤ Preserve

Trigger
Description:
Set Message 2
Players:
¤ Whoever
Conditions:
¤ Whatever
Actions:
¤ Set Deaths of Whatever to 2
¤ Whatever else you need (preserve, et cetera)

Trigger
Description:
Display Message 2
Players:
¤ Whoever
Conditions:
¤ Deaths of Whatever is Exactly 2.
Actions:
¤ Display "Message 2"
¤ Set Deaths of Whatever to 0
¤ Preserve

Edit: Ah.. big ><
Report, edit, etc...Posted by Gigins on 2006-04-12 at 15:31:01
Yea, and setting DCs for a force will set it for each player. Pretty clever.
Thank you smile.gif

Anyone can beat this?
Report, edit, etc...Posted by Urmom(U) on 2006-04-12 at 15:38:36
Nope, that's the exact system that I was going to post. sad.gif
Report, edit, etc...Posted by Kookster on 2006-04-12 at 16:38:11
i dont know if this is exactly what the other guy was doing but this is the triggers for how i would do it, this is a exact copy/paste from SCMDraft 2, this is assuming you are using hyper triggers too.

How this works is you have a constant death adder, then for all the seperate messages they have a number, 12 deaths for every second, so the first message is one second the second message is at 2 seconds, then it resets. Simple as that.




Trigger("Force 1"){
Conditions:
Always();

Actions:
Set Deaths("Force 1", "Terran Marine", Add, 1);
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Force 1"){
Conditions:
Deaths("Force 1", "Terran Marine", Exactly, 12);

Actions:
Display Text Message(Always Display, "Message 1 WOOT!!");
Preserve Trigger();
}

//-----------------------------------------------------------------//

Trigger("Force 1"){
Conditions:
Deaths("Force 1", "Terran Marine", Exactly, 24);

Actions:
Display Text Message(Always Display, "Message 2 WOOT!!");
Preserve Trigger();
Set Deaths("Force 1", "Terran Marine", Set To, 0);
}

//-----------------------------------------------------------------//
Report, edit, etc...Posted by Gigins on 2006-04-12 at 16:42:39
I don't see how this helps. It just show a message every second. I need a message for example for every kill. tongue.gif
Report, edit, etc...Posted by Jello-Jigglers on 2006-04-12 at 20:06:44
Hey dead. You can't be a very good map maker if you want someone else to do all the work for you. I find I learn most through the trial and error method. Juse make your own map and it will solve all of the confusion about what the actuall trigger is supposed to do.
Report, edit, etc...Posted by Urmom(U) on 2006-04-12 at 20:45:02
Umm, when did he ever want anybody to do all the work for him? I can't seem to find it. Also, the point of this forum is to ask for help which is what he is doing.
Report, edit, etc...Posted by Demaris on 2006-04-12 at 20:51:03

Farty's system wouldn't work. The first trigger would fire, then set the deaths to 0.

Here is mine:


Trigger
Description:
TRIGGER
Players:
¤ Player 1
Conditions:
¤ Death of whatever is exactly 1
Actions:
¤ Display text for current player "WHEEEEE"
¤ Add death 1 to "Whatever" for player 8
¤ Preserve Trigger



Trigger
Description:
TRIGGER
Players:
¤ Player 2
Conditions:
¤ Death of whatever is exactly 2
Actions:
¤ Display text for current player "WHEEEEE"
¤ Add death 1 to "Whatever" for player 8
¤ Preserve Trigger



Trigger
Description:
TRIGGER
Players:
¤ Player 3
Conditions:
¤ Death of whatever is exactly 3
Actions:
¤ Display text for current player "WHEEEEE"
¤ Add death 1 to "Whatever" for player 8
¤ Preserve Trigger


Etc. for remaining players. This would fire very fast.
Report, edit, etc...Posted by Wing-of-no-Wing on 2006-04-12 at 21:07:14
The problem with that system is that it requires all the players to be there; if, say, player 2 is not there, your first trigger will set the deaths to 1, and they will never get set to 3. Farty's system WILL work all the time; the problem was, he didn't describe it very well. The trick is to set the deathcounts to (specific number of deaths to call the message you want) on the force level, and then have each player's deaths set back to 0 with Current Player.

So, the set message trigger is activated. Every player in the force gets a certain number of deaths. Then the message trigger activates for each player individually, setting that player's deaths of the unit to 0 and displaying the message for them. This means that no, the first trigger wouldn't stop the others from firing.
Report, edit, etc...Posted by Demaris on 2006-04-12 at 23:11:22

QUOTE
The problem with that system is that it requires all the players to be there; if, say, player 2 is not there, your first trigger will set the deaths to 1, and they will never get set to 3. Farty's system WILL work all the time; the problem was, he didn't describe it very well. The trick is to set the deathcounts to (specific number of deaths to call the message you want) on the force level, and then have each player's deaths set back to 0 with Current Player.

So, the set message trigger is activated. Every player in the force gets a certain number of deaths. Then the message trigger activates for each player individually, setting that player's deaths of the unit to 0 and displaying the message for them. This means that no, the first trigger wouldn't stop the others from firing.

Ah, I see now. Makes sense when better described.
Report, edit, etc...Posted by Gigins on 2006-04-12 at 23:38:27
Yea, Farty's method works very well so far. It uses only 1 death counter, has 2 triggers on message and can shoot pretty fast.

Only possible problem might be if 2 different message conditions met at once, the first might be disturbed. So, I put another condition to the first trigger "player1(-6) has exactly 0 DC". So even if 2 message conditions met at the same time, 2nd message will wait in queue. I haven't yet tested it with all 6 players, but looks good till now. smile.gif

Jello-Jigglers, I am good enough map maker yet I can ask for help if I require it. Of course I can do the trigger without help, but this has been a problem in few of my maps. So why not ask for the best method? Can't learn if you don't ask tongue.gif
Report, edit, etc...Posted by Demaris on 2006-04-12 at 23:40:41

You could just change the Set Death to Add/Subtract Death for repetition.
Report, edit, etc...Posted by Gigins on 2006-04-12 at 23:43:57
But that would require more than 1 DC. Farty's method uses 1 DC on all messages biggrin.gif
Report, edit, etc...Posted by Demaris on 2006-04-12 at 23:49:32
No, no, you just have the display triggers subtract a death, and the action that makes the death counter go up add one. So if you kill 4 things, it adds 4 deaths and displays it 4 times.
Report, edit, etc...Posted by Gigins on 2006-04-12 at 23:55:13
QUOTE(Demaris @ Apr 13 2006, 06:49 AM)

No, no, you just have the display triggers subtract a death, and the action that makes the death counter go up add one. So if you kill 4 things, it adds 4 deaths and displays it 4 times.
[right][snapback]464256[/snapback][/right]

I am talking about different messages, I would still need a different DC for other messages.

In Farty's method, DC1 goes to message1, DC2 goes to message2 and so on.
Report, edit, etc...Posted by Demaris on 2006-04-13 at 00:06:04

Ok, I get it. ermm.gif

If we still had extended deaths you could use ONE death counter all the way through player 255 tongue.gif
Report, edit, etc...Posted by Rantent on 2006-04-13 at 00:10:36
Instead of wasting the deathcounts for all the players you could only use the deaths for one player. wink.gif They all can detect it.
Report, edit, etc...Posted by Gigins on 2006-04-13 at 12:33:14
QUOTE(Rantent @ Apr 13 2006, 07:10 AM)
Instead of wasting the deathcounts for all the players you could only use the deaths for one player. wink.gif They all can detect it.
[right][snapback]464270[/snapback][/right]

Yea and they also change it and stop the trigger by first player wink.gif
Report, edit, etc...Posted by O)FaRTy1billion on 2006-04-13 at 17:04:20
QUOTE(Demaris @ Apr 12 2006, 05:50 PM)

Farty's system wouldn't work. The first trigger would fire, then set the deaths to 0.


My system works just fine, I use it all the time.
And if you are going to do:
Deaths is 1;Display Message1,Add 1 Death
Deaths is 2;Display Message2,Set to 0

Why not do this?
Deaths is 1;Display Message1,Display Message2,Set to 0


With the way I put, you can reorder the triggers in a way so if multiple message Conditions are met, it will set Message1, Display it, Set Message2, Display it, and so on.
Report, edit, etc...Posted by Kenoli on 2006-04-13 at 18:51:35
What are the conditions for the text messages?
Report, edit, etc...Posted by Gigins on 2006-04-13 at 18:53:43
Does it matter?
Report, edit, etc...Posted by Kenoli on 2006-04-14 at 00:20:31
QUOTE
Does it matter?
Yes.
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