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Staredit Network -> UMS Assistance -> Random Switchs
Report, edit, etc...Posted by Lord-Omega on 2006-09-28 at 07:16:10
ok, I'm making a map that i have to radomize 30 switches constantly, so i made the trig and put preserve. then i made my 60 trigs for out comes, like switch 1 is set do this, switch 1 is cleared do this, but my only problem is, its always doing the cleard never sets, why does it do that?
Report, edit, etc...Posted by xmrxsiegecopx on 2006-09-28 at 07:44:37
QUOTE(Given Information)
i have to radomize 30 switches constantly,
QUOTE(Your Question)
its always doing the cleard never sets, why does it do that?

Randomization will randomly change a switch's state of being, whether it takes one trigger run to set the switch or a thousand trigger runs to set the switch.
Report, edit, etc...Posted by Clokr_ on 2006-09-28 at 10:06:07
Are you sure that the trigger that randomizes them really executes?
Report, edit, etc...Posted by Lord-Omega on 2006-09-28 at 10:31:32
positive, the way i have this is when a switch is set/cleard it gives some units to player 1 for set, and units to player 2 for cleared, the units start by being owned by player 7, and then goto player 2 and never change to player 1. id realy like to make this work so i dont have to delete all 60+ triggers i had to make.
Report, edit, etc...Posted by Clokr_ on 2006-09-28 at 10:58:17
Uh I don't think I really understand what you mean. Could you post here the randomization trigger and 2 or 3 of the other ones as well please?
Report, edit, etc...Posted by Lord-Omega on 2006-09-28 at 11:14:53

Trigger
Description:
random
Players:
¤ all players
Conditions:
¤ all players command at least 1 any unit
Actions:
¤ randomize switch 1
¤ ^ that for 1-30 switches ^
¤ preserve trigger



Trigger
Description:
set switch 1
Players:
¤ all players
Conditions:
¤ switch 1 is set
Actions:
¤ give units at c1 to player 1
¤ preserve trigger


and that for only cleard gives to player 2
Report, edit, etc...Posted by fritfrat(U) on 2006-09-28 at 16:20:28
Hmm, I wouldn't use all player, since p1 runs and randomize the triggers, p1 then gives units, p2 runs and randomizes the triggers, p2 gives units.. just lots of confusion.

A possibility that you're always getting the cleared state is that perhaps since it runs over and over to give when cleared could be give all units owned by any player and to give when set could be give all units owned by the player that the units started owned by.

So ya, make all of these run for a computer player only, and make sure the trigger that randomizes them is above the ones that give units.


EDIT: Also, add this to the randomization trigger actions: Set Switch 255. Then add a condition that switch 255 must be set for the give triggers to run. The "commands atleast 1 any unit" could possibly not be met until after the first trigger cycle, whereas switch 1 is cleared would be met before it.
Report, edit, etc...Posted by Zell.Dincht on 2006-09-28 at 17:32:57
QUOTE(fritfrat(U) @ Sep 28 2006, 02:20 PM)
A possibility that you're always getting the cleared state is that perhaps since it runs over and over to give when cleared could be give all units owned by any player and to give when set could be give all units owned by the player that the units started owned by.
[right][snapback]569233[/snapback][/right]

That may be the reason. Dont use at least 1 unit, its gonna repeat and its not gonna give any time to activate the trigger. Instead of using command at least 1 unit use a DC of an unused unit in the map.
Report, edit, etc...Posted by Lord-Omega on 2006-09-28 at 21:39:25
QUOTE(Zell.Dincht @ Sep 28 2006, 04:32 PM)
That may be the reason. Dont use at least 1 unit, its gonna repeat and its not gonna give any time to activate the trigger. Instead of using command at least 1 unit use a DC of an unused unit in the map.
[right][snapback]569270[/snapback][/right]


DC? whats a DC?
Report, edit, etc...Posted by MoonlighTurtle on 2006-09-28 at 22:04:18
Death Counter.
Report, edit, etc...Posted by fritfrat(U) on 2006-09-28 at 22:53:43
Um, what do you need a death counter for here again?

Did you try adding in all the edits I suggested, Lord? I think it is most likely that it's because they all start cleared and because of the command atleast 1 the randomization doesn't occur before the give does.
Report, edit, etc...Posted by Kyuubi. on 2006-09-29 at 01:31:00
the preserve trigger can affect the randomizing triggers...it'll be constantly randomizing with that so i think taking it out would fix it a bit...and yea on what fritrat said, you shouldn't set it for all players because it might get messy when its constantly clearing and setting from the other players. remember that switches aren't player owned, and one switch activating an outcome can affect everyone. unless you want it that way, you can make separate switches...
Report, edit, etc...Posted by Lord-Omega on 2006-09-29 at 07:22:03
im not useing hyper trigs in this 1 and i kinda need it to be preserved. and no i havnt added in the stuff yet, been busy.
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