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Staredit Network -> UMS Assistance -> Help whit units and hyper triggers
Report, edit, etc...Posted by crypticmapper666 on 2007-01-28 at 18:33:23
Ok so I would like to know what "create units whit properties" stands for..
How to use it..

I would also like to know how to make buildings whit different health and damage.
For example how to make 3 photon cannons that do different damages ( if its possible ).

How to use hyper triggers ? Do you put the ''wait for 0 ms'' after you original trigger or you make only one trigger whit it ? How to make them work properly ?

Thanks for the answers cool1.gif
Report, edit, etc...Posted by xmrxsiegecopx on 2007-01-28 at 18:37:39
QUOTE(crypticmapper666 @ Jan 28 2007, 03:33 PM)
Ok so I would like to know what "create units whit properties" stands for..
How to use it..
[right][snapback]619954[/snapback][/right]

CUWP slots are slots used to modify unit properties when units are created via triggers. It uses up 64 slots, but any slot can be reused in SCMDraft and some mapping programs.

QUOTE(crypticmapper666 @ Jan 28 2007, 03:33 PM)
I would also like to know how to make buildings whit different health and damage.
For example how to make 3 photon cannons that do different damages ( if its possible ).
[right][snapback]619954[/snapback][/right]

Not possible without modding from what I know, although you could achieve similar effects by using multiple players with different upgrades.

QUOTE(crypticmapper666 @ Jan 28 2007, 03:33 PM)
How to use hyper triggers ? Do you put the ''wait for 0 ms'' after you original trigger or you make only one trigger whit it ? How to make them work properly ?
[right][snapback]619954[/snapback][/right]

http://www.staredit.net/index.php?tutorial=49

Hyper triggers should only be owned by a player (who has no other wait triggers over 84 milliseconds) who will stay throughout the entire length of the game.
Report, edit, etc...Posted by rockz on 2007-01-29 at 15:43:33
QUOTE(crypticmapper666 @ Jan 28 2007, 06:33 PM)
Ok so I would like to know what "create units whit properties" stands for..
How to use it..

Under SCMDraft's trigedit, the CUWP slot editor will allow you to change the slot. The slot is actually what determines the %life, burrowed, cloaked, etc... and then when you have the actual trigger action, you will call the slot number, rather than the actual %life/etc...
QUOTE
I would also like to know how to make buildings whit different health and damage.
For example how to make 3 photon cannons that do different damages ( if its possible ).
Different LIFE is easy, just set to a %, but damages is more difficult. I believe you can upgrade STS/STA photon cannons, but I'm not sure of how to do it. If you decide to do that, ask and some one should know. That being said, the upgrades for the photon cannons will only be different when owned by different players with different upgrades.
QUOTE
How to use hyper triggers ? Do you put the ''wait for 0 ms'' after you original trigger or you make only one trigger whit it ? How to make them work properly ?

Thanks for the answers  cool1.gif
[right][snapback]619954[/snapback][/right]

The tutorial is good. You might also try to read the conceptual hyper triggers as well in the tutorial section, just search for it.
Report, edit, etc...Posted by xenomat on 2007-01-30 at 07:44:22
The Hyper Triggers for all Players work well for me. You just have to add them at the end, meaning after your other triggers are already there.
If you add a new Trigger with "wait" after you added the Hyper Triggers, then this new one will not work. You have to delete you Hyper Triggers, and recreate them again.
Report, edit, etc...Posted by Falkoner on 2007-01-30 at 09:12:42
Doesn't that one unused upgrade upgrade photon cannons?

Which one is it again?
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-30 at 10:37:51
QUOTE(xenomat @ Jan 30 2007, 04:44 AM)
The Hyper Triggers for all Players work well for me. You just have to add them at the end, meaning after your other triggers are already there.
If you add a new Trigger with "wait" after you added the Hyper Triggers, then this new one will not work. You have to delete you Hyper Triggers, and recreate them again.
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If you drop the hypertriggers to the bottom of the trigger list they will still work, but it is much safer to give them to a single player with no other wait actions. Wait blocks are a very common problem among less experienced mappers.

QUOTE(Falkoner @ Jan 30 2007, 06:12 AM)
Doesn't that one unused upgrade upgrade photon cannons?

Which one is it again?
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61, or whatever. Does it matter? You can't change its upgrade status in game and you can already preset the damage of Photon Cannons using any editor.
Report, edit, etc...Posted by rockz on 2007-01-30 at 13:19:51
QUOTE(DT_Battlekruser @ Jan 30 2007, 10:37 AM)
Wait blocks are a very common problem among less experienced mappers.
I still can't understand how to avoid wait blocks while using waits and hyper triggers. Every time I try to use both, BAM, trigger stops working after one go.
QUOTE
61, or whatever.  Does it matter? You can't change its upgrade status in game and you can already preset the damage of Photon Cannons using any editor.
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yes, that's the whole point of different damages with different computers, unless of course, unused upgrades are universal among different players. If p1 has 1 upgrade, and p2 has 2 upgrades, both their damages will be different.
Report, edit, etc...Posted by TheKeyToKilling on 2007-01-30 at 15:57:10
Yeah... I used to just create hyper triggers for everyone (check marked every box)

A while back someone told me that you should place it for someone who doesn't have any other wait times (preferably a computer player).

I've tried the way they told me to, but I've never noticed a difference.

I have a map I'm making where if you play the music, then all the other triggers on the map lag. I tried doing the hypers both of the ways mentioned above. Neither of those ways fixed the problem. Because of this, I don't think that there is a difference between the 2 ways.

From what I've been told in the past...
Keep your hyper triggers at the bottom of the trigger list
Keep your music triggers at the top of the trigger list

You MUST have the hypers at the bottom. I have no clue if the thing about the music triggers at the top is true, but that's what I've been told, and that's what I've been doing for my maps.

Also have at least 2 sets of hypers, because on one of my maps I had 1 hyper trigger, and when the hyper trigger ran out of waits, then the rest of the maps triggers lagged. I placed a second set of hypers and the problem was fixed.


For one player:

For different cannons with different healths... the only way you can do that, is to place a location over each different cannon, and then use triggers to set the health of each specific cannon at each specific location. For different cannons with different attacks, I don't think that's possible.

For multiple players:

For different cannons owned by different players with different healths... create a trigger to set each players cannons to a seperate health. For different cannons with different attacks... use multiple players and have each player have a different upgrade level.
Report, edit, etc...Posted by rockz on 2007-01-30 at 16:31:47
I always keep my hyper triggers at the top.

And you can always devise a way to have cannons stacked for extra damage.
Report, edit, etc...Posted by TheKeyToKilling on 2007-01-30 at 17:34:57
QUOTE(rockz @ Jan 30 2007, 04:31 PM)
I always keep my hyper triggers at the top.

And you can always devise a way to have cannons stacked for extra damage.
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Well... I'm mainly a bound map creator... and recently have started trying to make board games into maps too... and for bound maps when you place the hypers above the obstacles, then the obstacles won't start tongue.gif

Placing the hyper triggers at the bottom is the best way.
Report, edit, etc...Posted by Falkoner on 2007-01-30 at 18:00:43
I like to use waits for short things, such as text, and death counts for long things(over 5 seconds long), and if you have the hypertriggers in a different player slot they shouldn't affect the other waits.
Report, edit, etc...Posted by rockz on 2007-01-30 at 19:38:25
I don't ever use more than 4 waits, even in the hyper triggers.

The rest are all by death counters, since even they are more reliable than waits, and you can track them in game.
Report, edit, etc...Posted by Falkoner on 2007-01-30 at 19:50:45
QUOTE(rockz @ Jan 30 2007, 02:31 PM)
I always keep my hyper triggers at the top.

And you can always devise a way to have cannons stacked for extra damage.
[right][snapback]620821[/snapback][/right]


I'm pretty sure that doing that would only increase the trigger speed for the players above the player Example: You put it at the top of P8's list, it will cause all the triggers for P1-7 to go faster, but not the ones below it.
Report, edit, etc...Posted by DT_Battlekruser on 2007-01-30 at 23:26:53
QUOTE
I still can't understand how to avoid wait blocks while using waits and hyper triggers. Every time I try to use both, BAM, trigger stops working after one go.


Make sure that two waits are never executing simultaneously for the same player.

QUOTE
yes, that's the whole point of different damages with different computers, unless of course, unused upgrades are universal among different players. If p1 has 1 upgrade, and p2 has 2 upgrades, both their damages will be different.


True, but keep in mind the upgrade also tampers with a wide variety of damages, from workers to Missile Turrets to Psionic Storm.

QUOTE

I have a map I'm making where if you play the music, then all the other triggers on the map lag. I tried doing the hypers both of the ways mentioned above. Neither of those ways fixed the problem. Because of this, I don't think that there is a difference between the 2 ways.


If you already have a wait block situation, the hypers alone don't fix the problem. You need to make sure that there are no simultaneous waits for the same player, and having preserved waits for All Players almost guarantees that this will happen.
Report, edit, etc...Posted by Falkoner on 2007-01-31 at 09:15:29
Use the music loop using death counters(in tutorials), that should fix the music
Report, edit, etc...Posted by TheKeyToKilling on 2007-02-07 at 09:28:46
QUOTE(Falkoner @ Jan 31 2007, 09:15 AM)
Use the music loop using death counters(in tutorials), that should fix the music
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LOL I never even thought of using death counters to fix my problem with wait blocks... this should help me out a ton on quite a few of my maps... thanks man tongue.gif

I know what death counters are and I've used them on stuff before, but I can't believe I never thought of using them to fix wait blocks. I've heard so many people talking about how they use death counters instead of waits... now I finally understand why LOL.
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