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Staredit Network -> UMS Assistance -> How The?
Report, edit, etc...Posted by Starkiller1 on 2006-05-05 at 21:54:09
How do you make it so like you have to wait untell everyone goes untell the next bound starts? EXAMPLE : Just like on Combat Bound how you have to wait untell everyone goes untell the next Bound Starts.
PlZ helpsmilie.gif
Report, edit, etc...Posted by dumbducky on 2006-05-05 at 22:07:22
Create a location at the end of an area and wait for all the players to get there. That should work.
Report, edit, etc...Posted by Kenoli on 2006-05-05 at 22:16:38
You could have the "End-the-level" trigger's condition, instead of being "Bring one zergling to the end", be ""No zerglings left in the level" so all the players will have to pass though before it ends.
Report, edit, etc...Posted by Lord_RexJr on 2006-05-06 at 08:00:09
use the location on the end, in combat bound the lings werent at the end so the trig did not activate.
Report, edit, etc...Posted by sharf on 2006-05-06 at 08:45:21
here's an idea:

__________
|.................| _____
|.level.........||.end..|
|.................||_____|
|__________|

ok trigger

Trigger
Description:
Players:
¤ force1
Conditions:
¤ force1(players) brings exactly 0 bounders to level
Actions:
¤ end level
Report, edit, etc...Posted by Lord_RexJr on 2006-05-06 at 09:54:48
yea wat sharf said..
Report, edit, etc...Posted by Starkiller1 on 2006-05-06 at 12:39:41
QUOTE(Lord_RexJr @ May 6 2006, 05:59 AM)
use the location on the end, in combat bound the lings werent at the end so the trig did not activate.
[right][snapback]480541[/snapback][/right]

yea but what if there is 2 out of 3 players in the game... or 3/3 players what do u set the players as?
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-06 at 12:41:18
Don't make the trigger for when they get there, make it so when they're NOT before the end. Like what sharf said.
Report, edit, etc...Posted by Kenoli on 2006-05-06 at 12:41:34
QUOTE
yea but what if there is 2 out of 3 players in the game... or 3/3 players what do u set the players as?
You would need to make multiple triggers that end the level. That's why it's easier to do it the other way, using a location of the level.
Report, edit, etc...Posted by Starkiller1 on 2006-05-06 at 12:44:04
QUOTE(Kenoli @ May 6 2006, 10:41 AM)
You would need to make multiple triggers that end the level. That's why it's easier to do it the other way, using a location of the level.
[right][snapback]480705[/snapback][/right]

I tryed that And it Just Stopped The Bound... how would you do mutiple triggers?
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-06 at 12:53:53
You are obviously doing something wrong. Describe the triggers you are using.
Report, edit, etc...Posted by Starkiller1 on 2006-05-06 at 14:19:59
Ahhhh i found out how Thanks guys biggrin.gif
SEN 4 Life

ADDITION:
QUOTE(Starkiller1 @ May 6 2006, 11:34 AM)
Ahhhh i found out how Thanks guys biggrin.gif
SEN 4 Life
[right][snapback]480743[/snapback][/right]

... nvm But here is what ive got

Trigger
Description:
Trigger
Players:
¤ All Players
Conditions:
¤ Current Player Brings 0 Zerg Zergling To Start 1
Actions:
¤ Move All Zerg Zergling For All Players At End 1 Start 2 to Start 2


(End 1 Start Two is were the Zerglings go if you pass the lvl And yet still It dosent stop the bound but When ever only one person goes past the lvl the next one starts... Btw after they go to Start 2 It starts Bound #2 it Sets The Switch.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-06 at 16:34:39
Alright, I'll try to explain this best I can...

Trigger
Players:
¤ Player 7 (or whatever you are using for your actual bound part)
Conditions:
¤ "Level 1" is set
Actions:
¤ (whatever level 1 is)


Trigger
Players:
¤ Player 7 (or whatever you are using for your actual bound part)
Conditions:
¤ "Level 2" is set
Actions:
¤ (whatever level 2 is)


Trigger
Players:
¤ Player 7
Conditions:
¤ Always
Actions:
¤ Set "Level 1"


Trigger
Players:
¤ Force 1 (the players)
Conditions:
¤ Current P bring at most 0 zergling to LEVEL 1
Actions:
¤ Move all units at Level one End to Level Two Begin
¤ Clear "Level 1"
¤ Set "Level 2"


That should work. I think.

ADD: Oh, and make sure your "Level 1" location includes all of Level 1, the beginning little section of Level 1 but not the end.
Report, edit, etc...Posted by Friut on 2006-05-06 at 20:16:10
QUOTE(Starkiller1 @ May 5 2006, 07:53 PM)
How do you make it so like you have to wait untell everyone goes untell the next bound starts? EXAMPLE : Just like on Combat Bound how you have to wait untell everyone goes untell the next Bound Starts.
PlZ  helpsmilie.gif
[right][snapback]480351[/snapback][/right]


ALL players bring Exaclty 0 Untis to location 1

Set Switch 2
Move All units at Location 2 to Location 3

Here is an example of each thing[attachmentid=18702]
Report, edit, etc...Posted by JB4times4 on 2006-05-06 at 21:19:42
QUOTE(sharf @ May 6 2006, 08:44 AM)
here's an idea:

__________
|.................| _____
|.level.........||.end..|
|.................||_____|
|__________|

ok trigger




Trigger
Description:
Players:
¤ force1
Conditions:
¤ force1(players) brings exactly 0 bounders to level
Actions:
¤ end level

[right][snapback]480553[/snapback][/right]


why is this so hard?
Report, edit, etc...Posted by Heimdal on 2006-05-06 at 22:27:26
I would NOT use switches to keep track of the current level. Use a death counter for a computer player instead.
Report, edit, etc...Posted by LegacyWeapon on 2006-05-06 at 23:16:20
http://www.staredit.net/index.php?download=2195
Unprotected example
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