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Staredit Network -> UMS Assistance -> [SOLVED]Isn't this SUPPOSED to work?
Report, edit, etc...Posted by wizard898 on 2006-06-08 at 08:47:18
Umm i made a very simple trigger that tells how many items you hve in stock, and a death counter keeps track of it.


Trigger
Description:
Display text to show item stock
Players:
¤ Player 1
Conditions:
¤ Player One brings at least 1 POTION USER to Check Potion Stock
¤ Player one Has suffered Exactly 1 Death of Potion
Actions:
¤ Move all any unit owned by player one at check potion to Return
¤ Display Text Message - Potions in Stock : 1
¤ Preserve Trigger


and this one is the one that raises the DC :



Trigger
Description:
Potion Death count
Players:
¤ Player 1
Conditions:
¤ Switch 1 is set
¤ Switch 2 is set
¤ Switch 3 is cleared
Actions:
¤ Display Text - you found a potion!
¤ Add death for player 1, Add 1 for Potion
¤ Preserve Trigger


Isn't this the way to do it? The 2nd Trigger works fine, the 1st trigger doesnt work at all >.>

And yes, this time i remembered to check the "Always Display" box next to text unlike last tme <.<"

ADDITION:
pinch.gif anyone gonna answer me? ermm.gif
Report, edit, etc...Posted by Kenoli on 2006-06-08 at 08:54:09
Do you have other triggers like the first one? (for 2, 3, 4, 5, 6 potions etc.)
That one trigger will only work if you have exactly 1 potion, if you have any other amount, it won't.
Report, edit, etc...Posted by Zell.Dincht on 2006-06-08 at 10:14:23
Put the "Exactly" to at least or at most. Cause maybe the Second trigger keeps on going. How about if you try it for the second trigger, no preserve.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-08 at 11:55:54
Exactly should remain exactly. He has to have a trigger per potion in stock that looks just like the first one, making it Exactly 1, Exactly 2, etc.

These triggers should work correctly with the layout you have once you make them. Since you said it's not, I'll come up with random ideas.

Errors to look out for would be to double check everything is for player 1 (which is why I usually try to use Current Player), make sure you are testing with player 1 (no random start location), make sure there is only 1 unit named Potion User so you are using the right unit to fire the trigger and have in the conditions of the trigger, make sure the location is checked for all ground and air zones, triple check you have "always display" checked, make sure the location is in the right spot.. that's really all I can think of without seeing the map.

The second one needs to have something to disable it from firing over and over, but you said it works, so you must have already done that in another trigger. Infact, make sure that Always Display is checked as well, because if it does keep going and going and you don't notice it it might be why the first trigger isn't firing correctly, since the player would have far more than 1 potion.
Report, edit, etc...Posted by EcHo on 2006-06-08 at 15:41:38
Hey Wizard! BOFF!
Is this for ur secret rpg?
Report, edit, etc...Posted by wizard898 on 2006-06-08 at 16:56:37
o.O DAN play SC more often sad.gif anyways, Yes, I have more than one trigger thats like "Exactly 1, exactly 2...etc..." But that should work right? (And everything you said is done fritfrat and its still not showing up >.>)

ADDITION:
I...am..the...most retarded...map maker...ever...

I WAS PLAYING THE WRONG VERSION OF THE MAP THE WHOLE TIME! THAT IS SO GAY!
Report, edit, etc...Posted by Snipe on 2006-06-08 at 22:55:38
No your not. You just need to go through the trigger. Let it flow. Go with what you what. If you tell it out and nothing adds up than you have a problem.
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