Staredit Network

Staredit Network -> UMS Assistance -> Spawn trigger
Report, edit, etc...Posted by dumbducky on 2006-05-20 at 11:03:39

Trigger
Description:
carrier spawn
Players:
¤ 1-4
Conditions:
¤ Current player brings atleast one bulidings to location "top left"
¤ Countdown timer is exactly one second
¤ Switch Carrier is set
Actions:
¤ Create one Carrier for current player at location top left
¤ play wav "I forget the name"
¤ preserve trigger

Triggers are as follow:


Trigger
Description:
basic spawn
Conditions:
¤ Countdown timer is exactly one second
¤ Current player brings atleast one building to location top left
Actions:
¤ Create two Terran Wraiths for current player at location Top left
¤ Create one Scourge for current player at location top left
¤ preserve trigger



Trigger
Description:
Carrier Switch
Conditions:
¤ Countdown timer is exactly two seconds
Actions:
¤ Toggle switch "Carrier"
¤ preserve trigger



I have the spawn triggers working for four different locations (top left, top right, bottom left, bottom right), and the only thing that works is the scourge spawning. What have I done wrong?

Report, edit, etc...Posted by R0y- on 2006-05-20 at 11:48:44
The only problem i can see that would happen is the 'toggle' switch. Make sure the switch is cleared at the beginning of the game, and change 'toggle' to 'set'. This might help for the carrier problem. Also, do not preserve trigger the switch toggle (if you're going to use toggle) because that will switch it rapidly between 'set' and 'clear'

As for the other one, if you're saying the wraiths won't spawn, I have no idea why because it's in the same trigger as the scourge...

Also, for the preserve tigger, you know there is going to be masses of scourge, wraiths, and carriers (expecially if you have hyper triggers), not to mention for the carrier trigger it will play that sound wav over and over, very fast if you have hyper triggers.


If you still have problems....
Maybe you could post the map with those triggers, so I could see if there are small mistakes (ex. assigning trigger to player 5 when it only works for players 1-4)
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-20 at 12:02:58
You might want to use "at most" instead of exactly.
Report, edit, etc...Posted by dumbducky on 2006-05-20 at 12:25:27
QUOTE(R0y- @ May 20 2006, 11:48 AM)


As for the other one, if you're saying the wraiths won't spawn, I have no idea why because it's in the same trigger as the scourge...

Also, for the preserve tigger, you know there is going to be masses of scourge, wraiths, and carriers (expecially if you have hyper triggers), not to mention for the carrier trigger it will play that sound wav over and over, very fast if you have hyper triggers.

Maybe I should try and put teh wrath spawn in its own trigger. Also, spawning one scourge per countdown timer works fine. Masses of scourge aren't a problem becuase I'm not using hyper triggers. The same goes for carriers sounds.
Report, edit, etc...Posted by R0y- on 2006-05-20 at 12:51:50
Well. maybe the problem is that you're not using hypers. The triggers by default have about a 2 second cooldown, so maybe it skips over the 1 second of countdown whne the carrier is supposed to spawn.
Report, edit, etc...Posted by dumbducky on 2006-05-20 at 12:58:00
It shouldn't have an effect. The timer would hit 1 second and then perform the actions. It's not like I'm trying to run the trigger every two seconds.

UPDATE: The toggle switch trigger doesn't work at all. I added the display text:toggle action to toggle switch trigger and it never appeard once in like 2.5 minutes. I guess I'll have to two trigs for toggling switch(one for setting when cleared and vice versa)

I guess I'll place the wraiths in a trigger of their own. What a pain.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-05-20 at 21:37:23
The toggle switch needs to be owned by only one player. Because if two players both toggle a switch it will change it back to what it just was. You might end up with one player getting units and another not getting units when they both met the requirements.
Report, edit, etc...Posted by Mp)7-7 on 2006-05-21 at 07:36:33
QUOTE(killer_kow @ May 20 2006, 10:02 AM)
You might want to use "at most" instead of exactly.
[right][snapback]489746[/snapback][/right]


I would actually use at least, at most always screws up because if you think about it, if you had at most 20 seconds it could go off at 5 seconds. At most 1 second it could miss the trigger, with at least, it will go off at about 1 or 2.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-21 at 08:04:42
7-7, what are you talking about? Triggers work as soon as the condition is met. So if it was "at most 20" it would fire as soon as it reached 20 or below. If we follow your logic, the at least condition would do the same thing.
Report, edit, etc...Posted by dumbducky on 2006-05-21 at 08:39:58
Hmmm, the new carrier switch isn't working. It works like this:


Trigger
Description:
initial
Players:
¤ p5
Conditions:
¤ Always
Actions:
¤ Set switch carrier



Trigger
Description:
Switch
Players:
¤ 5
Conditions:
¤ Switch carrier is set
¤ countdown timer is exactly 2 seconds
Actions:
¤ Clear switch "carrier"
¤ Preserve trigger



Trigger
Description:
Switch
Players:
¤ 5
Conditions:
¤ Switch carrier is cleared
¤ countdown timer is exactly 2 seconds
Actions:
¤ Set switch "carrier"
¤ Preserve trigger


I know it isn't working because you spawn a carrier every spawn cycle, and your only supposed to spawn them when carrier is set.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-21 at 11:06:41
You could double the wait for the same effect. smile.gif
Report, edit, etc...Posted by dumbducky on 2006-05-21 at 11:15:25
Oh great I add the defeat trigger and none of the spawns work. Should I just post the map so you guys can see what's wrong?

I deleted the defeat trigger and changed to teh carrier switch to toggle and now spawing works to an extent.

Spawning happens at every other spawn cycle (only carriers are supposed to spawn every other spawn cycle), and triggers run twice. I think adding waits to teh end of spawn triggers will keep them from running twice, but I don't know how to solve the problem of double spawning.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-21 at 12:02:54
By "double spawning" do you mean two units spawn at once? That would be caused by more than one player being set for the trigger.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-05-21 at 13:18:26
QUOTE(7-7 @ May 21 2006, 06:36 AM)
I would actually use at least, at most always screws up because if you think about it, if you had at most 20 seconds it could go off at 5 seconds.  At most 1 second it could miss the trigger, with at least, it will go off at about 1 or 2.
[right][snapback]490130[/snapback][/right]

Its a Countdown timer not a Countup timer

QUOTE(dumbducky @ May 21 2006, 07:39 AM)
Hmmm, the new carrier switch isn't working.  It works like this:





Trigger
Description:
initial
Players:
¤ p5
Conditions:
¤ Always
Actions:
¤ Set switch carrier






Trigger
Description:
Switch
Players:
¤ 5
Conditions:
¤ Switch carrier is set
¤ countdown timer is exactly 2 seconds
Actions:
¤ Clear switch "carrier"
¤ Preserve trigger






Trigger
Description:
Switch
Players:
¤ 5
Conditions:
¤ Switch carrier is cleared
¤ countdown timer is exactly 2 seconds
Actions:
¤ Set switch "carrier"
¤ Preserve trigger


I know it isn't working because you spawn a carrier every spawn cycle, and your only supposed to spawn them when carrier is set.
[right][snapback]490158[/snapback][/right]


These triggers just set the switch at the start and at countdown of 2 it clears it then instantly sets it again. If your just using player 5 for the trigger owner then you can toggle.

OR

Clear the switch in the trigger that creates the carrior.
Then make another trigger for the same player with the same conditions. Except require the switch to be clear. for the actions Set the switch, Preserve and nothing else.
Report, edit, etc...Posted by dumbducky on 2006-05-21 at 19:18:15
One flaw left.

p1-4
--
countdown timer is 1 seconds
bring atleast one building to location top left
--
create 2 wraiths at location top elft for current player
wait 100 milliseconds
preserve trigger
--

This for some reason creates 6 wraiths. I have triggers that look exactly like it and work perfectly fine.
Report, edit, etc...Posted by Killer_Kow(MM) on 2006-05-21 at 19:41:17
You have it set to too many players. It creates that amount for every active player the trigger is set to.
Report, edit, etc...Posted by dumbducky on 2006-05-21 at 19:44:50
I'm testing it alone, meaning there is one active player. It works perfectly fine with this trigger:

p1-4
--
countdown timer is 1 seconds
bring atleast one building to location top right
--
create 2 wraiths at location top right for current player
wait 100 milliseconds
preserve trigger
--

It spawns 2 wraiths, but the top left one spawns 6. The only difference between the two triggers is the comment. That shouldn't create a problem should it?
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