Staredit Network

Staredit Network -> UMS Assistance -> switch trigger
Report, edit, etc...Posted by Ren on 2006-06-20 at 21:55:05
Trigger ONE:
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CONDITIONS
Player 1 command exactly 0 Marine
Player 1 brings at least 1 buildings to location 1

ACTION
Create 5 Firebat at Location 2 for Player 1
Issue order to all Firebat owned by player 1 at Location 2 Attack to Location 3
Wait 60000 milisecs
Set "Marine"
Preserve trigger
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Trigger TWO: continue the switch trigger
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CONDITIONS
Set "Marine"
Player 1 command exactly 0 Marine
Player 1 brings at least 1 buildings to location 1

ACTION
Create 1 Marine at Location 1 for Player 1
Clear "Marine"
Preserve trigger

------------------------------

My problem is why the Trigger Two act on it own first before Trigger ONE. Basically if I have 1 marine and it die it will do everything correctly (create 5 firebat)as follow but after 60000milisec (1min) the trigger creates a new marine. then the next time that marine die again it will skip trigger ONE and go to trigger TWO and create a marine again then the trigger went back to normal then after that the trigger skip trigger ONE again. Sorry for the bad explanation but can anyone help me with this?

What i want is the trigger one to begin first then come trigger 2.
Report, edit, etc...Posted by BeeR_KeG on 2006-06-20 at 22:22:16
Trigger ONE:
--------------------------------
CONDITIONS
Clear "Marine"
Player 1 command exactly 0 Marine
Player 1 brings at least 1 buildings to location 1

ACTION
Create 5 Firebat at Location 2 for Player 1
Issue order to all Firebat owned by player 1 at Location 2 Attack to Location 3
Wait 60000 milisecs
Set "Marine"
Preserve trigger
------------------------------

Trigger TWO: continue the switch trigger
-------------------------------
CONDITIONS
Set "Marine"
Player 1 command exactly 0 Marine
Player 1 brings at least 1 buildings to location 1

ACTION
Create 1 Marine at Location 1 for Player 1
Clear "Marine"
Preserve trigger

------------------------------

This should work, it makes it so that for trigger one to run, it has to have trigger 2 run, except the first time it runs. This makes it so that triggers don't jump one another.
Report, edit, etc...Posted by Ren on 2006-06-20 at 22:41:15
Thanks for helping but it doesn't work. The first marine die is fine but when I get the 2nd marine and after the 2nd marine die the trigger just go straight to trigger 2 creating a replacement marine for the 2nd marine.
Report, edit, etc...Posted by BeeR_KeG on 2006-06-20 at 22:46:55
Your Marine might be dieing in less than 60 seconds, causing your waits to stack.

I'd suggest using this timer system: http://www.staredit.net/index.php?tutorial=167
Report, edit, etc...Posted by Ren on 2006-06-20 at 22:56:07
Yea that does seem to be the problem. I am also using that timer method on the map for something else it just that i didn't know the wait system would be that bad. =) Thanks
Report, edit, etc...Posted by Urmom(U) on 2006-06-20 at 23:04:21
Use a death count timer instead of a physical timer. Physical timers you have to calibrate to your time. There is a tutorial in the tutorial database.
Report, edit, etc...Posted by fritfrat(U) on 2006-06-20 at 23:45:26
Beer Keg, adding a "Switch is cleared" condition won't matter since that trigger is above the trigger that sets it to clear right away after the switch is set and the trigger is done running. Also, these two triggers alone will not cause waits to stack; he doesn't have a marine that can die before the 60 seconds is up.

That said, I honestly don't see where the bug is. These two triggers ALONE, with the first one above the second one, should work fine, but another trigger must be setting "marine" switch or messing up the waits or something... basically, this is one of those instances where it will be more effort to find and address the issue and continue to avoid doing whatever messes it up than to just do it another way.

Usually it's just a bad idea to use waits like this. Waits can be used in many instances very effectively, but this isn't one of them. Use any counter- most likely deaths will be the most available- to keep track of your respawn delays.
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