Staredit Network

Staredit Network -> UMS Assistance -> Consecutive Events
Report, edit, etc...Posted by LethaL on 2006-06-26 at 02:50:32
Trying to have events happen over a short period of time with said conditions;

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 brings Exactly 1 Marine to 'Location 1'
¤ Player 1 has suffered Exactly 0 deaths of Mineral Chunk 1
¤ 'Switch 1' is cleared
Actions:
¤ Set 'Switch 1'
¤ Preserve Trigger


Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 brings Exactly 0 Marine to 'Location 1'
¤ Player 1 brings Exactly 0 Marine to 'Anywhere'
Actions:
¤ Modify death counts for Player 1: Set to 0 for Mineral Chunk 2
¤ Clear 'Switch 1'
¤ Preserve Trigger


These two are the 'master switch.' If you bring a Marine to Location 1, the events are triggered. If you bring the Marine anywhere except for Location 1, the events are NOT triggered.

Now, the tricky part. I want it to happen in a way where the events happen over time and in order when at the location but stop happening (even if in the middle of the 'chain') when not at the location. For example:

-Bring Marine to Location
-Event 1 (Marine still at location)
-Event 2 (Marine still at location)
-Event 3 (Marine still at location)

However, I also want it to work like this:

-Bring Marine to Location
-Event 1 (Marine still at location)
-Marine leaves Location
-Event chain stops

This means the events cant all be in one trigger with wait timers. My triggers are as follows:

Trigger
Players:
¤ Player 1
Conditions:
¤ 'Switch 1' is Set
¤ Player 1 brings Exactly 1 Marine to 'Location 1'
¤ Player 1 has suffered Exactly 0 deaths of Mineral Chunk 2
Actions:
¤ Modify death counts for Player 1: Set to 1 for Mineral Chunk 2
¤ Display Text: "Event 1!"
¤ Set 'Switch 2'
¤ Wait for 2000 milliseconds
¤ Preserve Trigger


Trigger
Players:
¤ Player 1
Conditions:
¤ 'Switch 1' is Set
¤ 'Switch 2' is Set
¤ Player 1 brings Exactly 1 Marine to 'Location 1'
¤ Player 1 has suffered Exactly 1 deaths of Mineral Chunk 2
Actions:
¤ Modify death counts for Player 1: Set to 2 for Mineral Chunk 2
¤ Display Text: "Event 2!"
¤ Clear 'Switch 2'
¤ Set 'Switch 3'
¤ Wait for 2000 milliseconds
¤ Preserve Trigger


Trigger
Players:
¤ Player 1
Conditions:
¤ 'Switch 1' is Set
¤ 'Switch 3' is Set
¤ Player 1 brings Exactly 1 Marine to 'Location 1'
¤ Player 1 has suffered Exactly 2 deaths of Mineral Chunk 2
Actions:
¤ Modify death counts for Player 1: Set to 3 for Mineral Chunk 2
¤ Display Text: "Event 3!"
¤ Clear 'Switch 3'
¤ Wait for 2000 milliseconds
¤ Preserve Trigger


According to my out-dated "calculations" (This is my first attempt at mapping in at least 6 months), this SHOULD work in the way I described above; however, when I try to test it Events 1 and 2 don't fire and only Event 3.




...and that's my dilemma. Feel free to help if you can, or give input on other ways if possible. smile.gif I skimmed through the Tutorials for a bit and it didn't seem like there were (many) new additions and I don't recall seeing one about this.

Thanks.
Report, edit, etc...Posted by MindArchon on 2006-06-26 at 04:02:30
QUOTE(LethaL @ Jun 25 2006, 11:50 PM)
Trying to have events happen over a short period of time with said conditions;







Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 brings Exactly 1 Marine to 'Location 1'
¤ Player 1 has suffered Exactly 0 deaths of Mineral Chunk 1
¤ 'Switch 1' is cleared
Actions:
¤ Set 'Switch 1'
¤ Preserve Trigger



Why do you reference to Mineral Chunk 1 here when you reference to Mineral Chunk 2 everywhere else in the trigger?

EDIT: Also, post the map if you could.
Report, edit, etc...Posted by Sicarul on 2006-06-26 at 06:08:48
Try with these(I may be wrong, just try tongue.gif):

Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 brings Exactly 1 Marine to 'Location 1'
¤ Player 1 has suffered Exactly 0 deaths of Mineral Chunk 1?
¤ 'Switch 1' is cleared
Actions:
¤ Set 'Switch 1'
¤ Preserve Trigger


Trigger
Players:
¤ Player 1
Conditions:
¤ Player 1 brings Exactly 0 Marine to 'Location 1'
¤ Player 1 brings Exactly 1 Marine to 'Anywhere'
Actions:
¤ Modify death counts for Player 1: Set to 0 for Mineral Chunk 2
¤ Clear 'Switch 1'
¤ Preserve Trigger


Trigger
Players:
¤ Player 1
Conditions:
¤ 'Switch 1' is Set
¤ Player 1 brings Exactly 1 Marine to 'Location 1'
¤ Player 1 has suffered Exactly 0 deaths of Mineral Chunk 2
Actions:
¤ Modify death counts for Player 1: Set to 1 for Mineral Chunk 2
¤ Display Text: "Event 1!"
¤ Wait for 2000 milliseconds
¤ Preserve Trigger


Trigger
Players:
¤ Player 1
Conditions:
¤ 'Switch 1' is Set
¤ Player 1 brings Exactly 1 Marine to 'Location 1'
¤ Player 1 has suffered Exactly 1 deaths of Mineral Chunk 2
Actions:
¤ Modify death counts for Player 1: Set to 2 for Mineral Chunk 2
¤ Display Text: "Event 2!"
¤ Wait for 2000 milliseconds
¤ Preserve Trigger


Trigger
Players:
¤ Player 1
Conditions:
¤ 'Switch 1' is Set
¤ Player 1 brings Exactly 1 Marine to 'Location 1'
¤ Player 1 has suffered Exactly 2 deaths of Mineral Chunk 2
Actions:
¤ Modify death counts for Player 1: Set to 3 for Mineral Chunk 2
¤ Display Text: "Event 3!"
¤ Wait for 2000 milliseconds
¤ Preserve Trigger


Switches 2 & 3 are useless, you are already using death counters, but the real error was on the second trigger, wich said you had to die to stop the "chain".

Good luck, hope it helps you!
Report, edit, etc...Posted by LethaL on 2006-06-26 at 11:57:34
Forgive me, it was nearly 3 AM and I was apparently tired. blushing.gif

QUOTE
Why do you reference to Mineral Chunk 1 here when you reference to Mineral Chunk 2 everywhere else in the trigger?

Honestly, I don't remember why anymore. I think I was going to try and make Mineral Chunk 1 the counter for "Events already fired" and Mineral Chunk 2 for "Events currently firing." This way when you went/stayed at the location and the Events already fired you wouldn't keep getting the display text messages.

QUOTE
Try with these(I may be wrong, just try tongue.gif ):

I'm guessing the red part was supposed to be a fix? The "bring exactly 0 to 'Anywhere'" was a typo, the trigger really is bring exactly 1. As for the other changes, they didn't change anything. I added the switches as extra conditions to be satisfied, but it obviously didn't help.


Here's the map (With said changes by Sicarul, they 'clean up' the triggers):
[attachmentid=19629]
Report, edit, etc...Posted by fritfrat(U) on 2006-06-26 at 13:31:09
You need to keep your stuff simpler... less stuff to think about = less errors.

This edit works flawlessly. I added a reset incase you leave the location, as well.

With this system you are using, you need to either have only 1 unit that can capture territories, or make multiple units with their own sets of triggers (this would require counters instead of waits, but easy to do). Personally, I would have a capturing unit or two, with a big location following them, searching for flags in the location, but that's just me. Good luck with the map!
Report, edit, etc...Posted by LethaL on 2006-06-26 at 14:58:08
Many thanks, Fritfrat. smile.gif
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