Staredit Network

Staredit Network -> Concepts -> Map making tip
Report, edit, etc...Posted by scwizard on 2006-11-09 at 21:22:09
Often when people make triggers for player 1 and force 1 (which probably includes player 1) and All Players (which also includes player 1), difficulties can arise when they're not sure which trigger fires first.

I've tried a bunch of stuff to get around this, but I've finally found a way that really works.
The solution to this is to make all your triggers for force 4, and then not put any players in force 4. Then you can click on force 4 and see the real order of your triggers and rearrange them as you please.
I intend to use this technique from now on.

I'm not quite sure this belongs in concepts, but I'm also not sure where else I'd put it.
Report, edit, etc...Posted by Rantent on 2006-11-10 at 01:06:38
I designate certain triggers to certain players to have them function properly, as well so that I may easily organize my thoughts.
Each player is given the "command triggers" which take the direct events they do, and open up the sets of triggers owned by computer players.
Each computer is given specific triggers that they act as a folder presiding over. I'd put all the enemy triggers in one computer spot, and something like inventory designated in another computer.

I use triggers owned by forces very little, as they do not seem to run in a proper order of top to bottom some of the time.
Report, edit, etc...Posted by Tuxedo Templar on 2006-11-10 at 01:30:34
That's kinda what I do sometimes too, except you can use any player slot you want. However with text-based triggers that's not an issue, as you can see the trigger order no matter who owns them. Helps with organization... at least for me.
Report, edit, etc...Posted by scwizard on 2006-11-10 at 16:58:14
Well, when you use text based triggers it's hard to determine the order at a glance because you have a lot of text.

Maybe if someone made a text editor that would have code collapsing and highlighting for SCMdraft 2 triggers tongue.gif

Personally I use SF, I've never been able to get used to pure text trigger editors.
Report, edit, etc...Posted by spinesheath on 2006-11-10 at 17:24:27
I'm working on syntax highlighting, but code collapsing is a hard thing to do for someone like me wink.gif
But it's in the map editor I am working on at the moment; won't support SCMD2 syntax (maybe somewhere in the far future happy.gif )
Report, edit, etc...Posted by Tuxedo Templar on 2006-11-10 at 17:59:08
QUOTE(scwizard @ Nov 10 2006, 04:58 PM)
Well, when you use text based triggers it's hard to determine the order at a glance because you have a lot of text.

Maybe if someone made a text editor that would have code collapsing and highlighting for SCMdraft 2 triggers tongue.gif

Personally I use SF, I've never been able to get used to pure text trigger editors.
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Notepad++.
Report, edit, etc...Posted by Falkoner on 2006-11-10 at 18:30:03
I think SCM Draft is the only text editor that shows them where they actually are.
Report, edit, etc...Posted by spinesheath on 2006-11-10 at 18:34:15
SCMDraft has pretty much the only full-text trigger editor so far...
Report, edit, etc...Posted by ClearWater on 2006-11-10 at 22:24:32
In Classic TrigEdit, you are able to select multiple players to see the true trigger order.
Report, edit, etc...Posted by scwizard on 2006-11-10 at 22:29:24
Woah, I didn't know that!

Thanks for the tip clearwater.
Report, edit, etc...Posted by ClearWater on 2006-11-10 at 22:34:25
SCMDraft2 has every feature you would ever need and more. If you guys need SCMDraft2 to do anything more, ask me if it already exists tongue.gif
Report, edit, etc...Posted by spinesheath on 2006-11-11 at 04:37:44
Ok cool1.gif

Does SCMDraft2 support maximum-space string handling (allows you to have up to 65534 + LengthOfLastString characters and 32786 Strings)?

Does SCMDraft2 allow you to rearrange the unit order (without deleting all the preplaced units...)?

happy.gif
Report, edit, etc...Posted by scwizard on 2006-11-11 at 06:47:39
Does SCM draft autocomplete your triggers? dry.gif
I can't do SCM draft trigger editing because I can't spell.
Report, edit, etc...Posted by spinesheath on 2006-11-11 at 07:24:55
I always make a sample trigger in Classic TrigEdit and copy paste everything in TrigEdit, because the TrigEdit syntax is so weird. For example the "not set" instead of "cleared"...
Report, edit, etc...Posted by Tuxedo Templar on 2006-11-11 at 07:27:27
Should I post a Notepad++ tutorial for trigedit triggers? As in, would anyone be interested?
Report, edit, etc...Posted by spinesheath on 2006-11-11 at 07:44:39
I wouldn't use it very long, just until I got my own editor done wink.gif
But I think it would be a good thing, it would make more people trying to use text-based editors.
Report, edit, etc...Posted by DooM77 on 2006-11-11 at 08:02:43
QUOTE(ClearWater @ Nov 10 2006, 10:24 PM)
In Classic TrigEdit, you are able to select multiple players to see the true trigger order.
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Wow, that's really cool!
Report, edit, etc...Posted by ClearWater on 2006-11-11 at 09:25:41
QUOTE(spinesheath @ Nov 11 2006, 04:37 AM)
Ok cool1.gif

Does SCMDraft2 support maximum-space string handling (allows you to have up to 65534 + LengthOfLastString characters and 32786 Strings)?

Does SCMDraft2 allow you to rearrange the unit order (without deleting all the preplaced units...)?

happy.gif
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Those are very useful features that every editor MUST need.</sarcasm>
QUOTE(scwizard @ Nov 11 2006, 06:47 AM)
Does SCM draft autocomplete your triggers? dry.gif
I can't do SCM draft trigger editing because I can't spell.
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Use Classic TrigEdit?
QUOTE(spinesheath @ Nov 11 2006, 07:24 AM)
I always make a sample trigger in Classic TrigEdit and copy paste everything in TrigEdit, because the TrigEdit syntax is so weird. For example the "not set" instead of "cleared"...
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Only if you're not used to it.
QUOTE(Tuxedo Templar @ Nov 11 2006, 07:27 AM)
Should I post a Notepad++ tutorial for trigedit triggers?  As in, would anyone be interested?
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That would be nice smile.gif
Report, edit, etc...Posted by Heimdal on 2006-11-11 at 14:30:42
Back to the original topic...you could also solve this problem by making sure that any time you made a trigger for a force or player group, you also made it active for the individual players within that group. This would suck if you changed the force assignments later though.
Report, edit, etc...Posted by scwizard on 2006-11-11 at 17:25:54
I tried that. If you make a trigger for force 1 and player 1 it actually fires twice for player 1 if player 1 is in force 1.

Odd right. It's not what I expected.
Report, edit, etc...Posted by spinesheath on 2006-11-11 at 18:22:49
QUOTE(ClearWater @ Nov 11 2006, 10:25 AM)
Those are very useful features that every editor MUST need.</sarcasm>
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To you, they might not be useful. For the map I am working on, the advanced string handling is a must.
Unit order is VERY useful for everyone who is using EUDs, and also for those extended player stuff like freezing units and whatsoever.
Report, edit, etc...Posted by scwizard on 2006-11-11 at 19:26:04
QUOTE
Unit order is VERY useful for everyone who is using EUDs, and also for those extended player stuff like freezing units and whatsoever.

Ya, I can't do that in SCMdraft 2 or starforge. It's kind of a pain.

Fortunately you can get around that. The unit's position in the memory slot is determined by player before unit order, so I just make very few units for player 12 and keep track of what order I created them in.
Report, edit, etc...Posted by spinesheath on 2006-11-11 at 20:09:18
QUOTE(scwizard @ Nov 11 2006, 08:26 PM)
Fortunately you can get around that. The unit's position in the memory slot is determined by player before unit order, so I just make very few units for player 12 and keep track of what order I created them in.
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Would you explain that? Does SC put the units into memory in a different way than just following the unit order?
Report, edit, etc...Posted by scwizard on 2006-11-11 at 20:47:24
According to my experience it does...

I'm not positive about it though.
Report, edit, etc...Posted by Heimdal on 2006-11-12 at 13:35:14
I would be pretty surprised if that were actually the case.
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