Staredit Network

Staredit Network -> UMS Assistance -> triggers messed up
Report, edit, etc...Posted by sharf on 2006-08-25 at 22:21:27
ok this has been driving me crazy.... i had made a risk liek map, and only p1 could get minerals... idk why.... the triggers were


null
Trigger
Players:
¤ player1-6
Conditions:
¤ current player commands atleast 1 city
¤ current player commands at most 5 citys
¤ countdown timer s exactly 0 game seconds
Actions:
¤ add 200 mins
¤ preserve

etc. for 6-10 citys 11-15 16-20 and so on. they wouldnt work now for some odd reason it wont even work for p1 i had hypers... i tried removing them and dding them idkl why it wont work all of a sudden......
Report, edit, etc...Posted by fritfrat(U) on 2006-08-25 at 22:24:14
Make sure the trigger that sets the timer back to its number is owned by the computer player, and that the computer player is the highest numbered player. That way, it will run last, and those mineral triggers will have a chance to run before the timer is reset.
Report, edit, etc...Posted by HolySin on 2006-08-25 at 22:25:15
If you have a countdown timer started, that may be the reason. The countdown timer starts instantly, make it so that a switch is started at the time the countdown timer is set for. Then make it so that the trigger activates with the City, 5 units, Countdown timer at 0, and the Switch Set. Just a possible reason why it's not working? Perhaps post the map or a test map?
Report, edit, etc...Posted by fritfrat(U) on 2006-08-25 at 22:30:56
I am actually making a risk-type game as well, and what I am going to be doing is that once the timer hits 0, I'll use one trigger to set deaths of cantina to 1 for all players, and then reset timer. Then, for all the players, it's simply: " current player suffers atleast 1 death of cantina, owns 1-5 buildings: add minerals, set deaths of cantina for current player to 0, preserve."

Your system should work as well, though. I just figured I'd provide an alternative if you have trouble with it.
Report, edit, etc...Posted by DT_Battlekruser on 2006-08-26 at 13:12:00
This system in the first post has two potential flaws.

'Exactly 0' may not have a chance to fire; I suggest using a condition like At Most 1 or At Most 2.

If only Player 1 fires before you reset the timer, the other players won't get minerals. You have to check your trigger order (note that if the reset is owned by All Players, the Player 1 copy will run with Player 1's triggers).

Use fritfrat's method, it is much more reliable.
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