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Staredit Network -> UMS Assistance -> unplayable in singleplayer
Report, edit, etc...Posted by CheatEnabled on 2006-11-06 at 15:45:34
In Rush, if you try to start the game in single player mode, you just get an error message and the game is drawn. I wonder how you make the triggers to do this. I can't understand which triggers Tux uses.
Report, edit, etc...Posted by spinesheath on 2006-11-06 at 15:51:11
check the tutorials tongue.gif There is one by Tux if I'm right happy.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-11-06 at 15:52:44
Don't think I added one for that... did I? Lemme check...

ADDITION:
Well gosh darnit, sure enough I did:

http://www.staredit.net/index.php?tutorial=183
Report, edit, etc...Posted by spinesheath on 2006-11-06 at 15:53:20
http://www.staredit.net/index.php?tutorial=183

tongue.gif

Damn, you were faster^^
Report, edit, etc...Posted by CheatEnabled on 2006-11-06 at 15:55:54
How good. I actually wasted 20 minutes searching through the tutorials sections, and I thought it wasn't there, but now it suddenly pops up.

ADDITION:
Why does this happen? I wnat some explanation here. tongue.gif
Report, edit, etc...Posted by spinesheath on 2006-11-06 at 16:03:22
Ok, I am not sure about how it works EXACTLY, so I'll keep it vague:

In Singleplayer, the Center View action works like a wait, so the following actions are executed AFTER the center view has finished. In Multiplayer the following actions are executed without delay.
The other trigger is fired before center view finished and therefore you can detect how center view was executed - SP or MP style.
Report, edit, etc...Posted by Tuxedo Templar on 2006-11-06 at 16:06:41
Yeah, that's basically it spines. It's a wait blocker that blocks until the player's view hits its target. In multiplayer however it's instant.
Report, edit, etc...Posted by spinesheath on 2006-11-06 at 16:08:40
woot happy.gif I BET I read it once in one of your tutorials, Tux tongue.gif but was so long ago and I didn't remember exactly anymore, so I figured from the triggers happy.gif
Report, edit, etc...Posted by Tuxedo Templar on 2006-11-06 at 16:38:21
Actually I wasn't the one who came up with the method. I'd asked if there was way to do it myself for Rush, and after a discussion me, Bolt, and Chu figured out that method.
Report, edit, etc...Posted by Zeratul_101 on 2006-11-06 at 17:00:07
is it still vulnerable to the 'esc' key?
Report, edit, etc...Posted by Ichi on 2006-11-07 at 10:31:27

Trigger
Description:
Single Player
Players:
¤ CurrentPlayer
Conditions:
¤ Always();
Actions:
¤ SetDeaths(P8, Add, 1, Academy);



Trigger
Description:
Detected
Players:
¤ All Players
Conditions:
¤ ElapsedTime(AtLeast, 4);
¤ Deaths(P8, AtMost, 1, Academy);
Actions:
¤ DisplayText(" Single Player detected ", 4);
¤ Draw();

Report, edit, etc...Posted by DooM77 on 2006-11-07 at 14:19:44
QUOTE
The other trigger is fired before center view finished and therefore you can detect how center view was executed - SP or MP style


Is that true? +_+; I thought NO TRIGGER can be launched before all actions from the previus trigger from the list are done. Can someone expain me that matter precisely?

ADDITION:
QUOTE(Ichi @ Nov 7 2006, 10:31 AM)




Trigger
Description:
Single Player
Players:
¤ CurrentPlayer
Conditions:
¤ Always();
Actions:
¤ SetDeaths(P8, Add, 1, Academy);






Trigger
Description:
Detected
Players:
¤ All Players
Conditions:
¤ ElapsedTime(AtLeast, 4);
¤ Deaths(P8, AtMost, 1, Academy);
Actions:
¤ DisplayText(" Single Player detected ", 4);
¤ Draw();

[right][snapback]585019[/snapback][/right]


Are there other variable incrementing speed in SP than in MP? +_;
Report, edit, etc...Posted by Kenoli on 2006-11-07 at 15:02:28
QUOTE(DooM77)
I thought NO TRIGGER can be launched before all actions from the previus trigger from the list are done. Can someone expain me that matter precisely?
You thought wrong.
Report, edit, etc...Posted by Ichi on 2006-11-07 at 15:26:13
QUOTE(DooM77 @ Nov 7 2006, 02:19 PM)
Is that true? +_+; I thought NO TRIGGER can be launched before all actions from the previus trigger from the list are done. Can someone expain me that matter precisely?

ADDITION:
Are there other variable incrementing speed in SP than in MP? +_;
[right][snapback]585128[/snapback][/right]

what you mean?
Report, edit, etc...Posted by DooM77 on 2006-11-07 at 15:38:05
QUOTE
what you mean?


I mean exacly what I wrote. Some explained to me at this forums that triggers are scanned from top to bottom, and before trigger can run, actions of the previous one have to be done. Can you tell me clearly how does trigger list works?
Report, edit, etc...Posted by Velendesril on 2006-11-07 at 16:12:30
They don't HAVE to be done, but most of the time they are. Sometimes they can't run, so they don't do anything.
Report, edit, etc...Posted by Ichi on 2006-11-07 at 16:42:33
QUOTE(DooM77 @ Nov 7 2006, 03:38 PM)
I mean exacly what I wrote. Some explained to me at this forums that triggers are scanned from top to bottom, and before trigger can run, actions of the previous one have to be done. Can you tell me clearly how does trigger list works?
[right][snapback]585174[/snapback][/right]


I mean, what you mean by "Are there other variable incrementing speed in SP than in MP? +_;"

Anyway, for your question:
Lets use C

x = 1;
y = -1;
if (y < 0) { do something } // Trigger 1
if (x > 0) { do something } // Trigger 2

both ifs are executed, from top to bottom, the condition of the "Trigger 1" has nothing to do with the condition of the "Trigger 2"
Thats what happen in triggers.

if (x > 0) { do something }
else if (y < 0) { do another thing } // Triggers don't work like this
Report, edit, etc...Posted by DooM77 on 2006-11-07 at 17:22:14
Thanks, yeah I knew about it. I was asking about slightly other thing. I think I found my answer: actions from trigger are performed and finished one-by-one to the moment when we reach first wait or wait-including one(like transmission or center screen in SP) - in that moment game skips to the next trigger and start to perform it's actions but previous unfinished trigger is being ended up when comes it's turn in the next cycle if the wait time already passed. Then it's started from the action after the wait action that have breaked it last time. Am I right?
Report, edit, etc...Posted by Ichi on 2006-11-07 at 17:32:38
I think so.
I am almost sure, altough, I can't test it right now.
Report, edit, etc...Posted by (U)Bolt_Head on 2006-11-13 at 11:32:22
QUOTE(DooM77 @ Nov 7 2006, 05:22 PM)
Thanks, yeah I knew about it. I was asking about slightly other thing. I think I found my answer: actions from trigger are performed and finished one-by-one to the moment when we reach first wait or wait-including one(like transmission or center screen in SP) - in that moment game skips to the next trigger and start to perform it's actions but previous unfinished trigger is being ended up when comes it's turn in the next cycle if the wait time already passed. Then it's started from the action after the wait action that have breaked it last time. Am I right?
[right][snapback]585233[/snapback][/right]


Sounds correct to me.
Report, edit, etc...Posted by mugen on 2006-11-13 at 12:06:23
Yea, I guess it's right or else many maps wouldn't work
Report, edit, etc...Posted by CheatEnabled on 2006-11-13 at 14:12:31
I think I should close this down now.
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