Staredit Network

Staredit Network -> Concepts -> Never();
Report, edit, etc...Posted by Staredit.Net Essence on 2005-01-17 at 17:42:00
The Never condition... If you can find a logical use for it, I'll give a prize.
There has to be some sort of use for this trigger (other than making it a pointless comment -.-)
Yeah, call this a contest if you must, find a good use for the Never condition.

PS: Prize is non-existant.
Report, edit, etc...Posted by Nozomu on 2005-01-17 at 17:45:07
QUOTE(DistortGiygas @ Jan 17 2005, 06:42 PM)
The Never condition... If you can find a logical use for it, I'll give a prize.
There has to be some sort of use for this trigger (other than making it a pointless comment -.-)
Yeah, call this a contest if you must, find a good sue for the Never condition.
PS: Prize is non-existant.
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This thread... If you can find a logical use for it, I'll give a prize.
There has to be some sort of use for this thread (other than making it a pointless comment -.-)
Yeah, call this a contest if you must, find a good use for this thread.
PS: Prize is non-existent.

I fixed some spelling errors.

All joking aside, I use Never for disabling a trigger during testing rather than unchecking each action. So there you have it.
Report, edit, etc...Posted by Mini Moose 2707 on 2005-01-17 at 17:57:55
Before patch 1.04 there wasn't a comment trigger. Never + Display Text = Comment.
Report, edit, etc...Posted by KaboomHahahein on 2005-01-17 at 18:10:59
You can use never to separate your triggers and organize them.

So you have a trigger with conditions as never and comment it. Then you separate different types of triggers so it is more organized.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-17 at 18:56:40
Can't you use the first trigger in each "category" as the comment trigger?
Report, edit, etc...Posted by chuiu on 2005-01-17 at 19:02:26
I like to comment everything so I can see more triggers in one screen. It lets me look through and edit them at a much faster rate because I can read each comment and immediately understand the basic conditions and actions in each trigger.
Report, edit, etc...Posted by notnuclearrabbit on 2005-01-17 at 19:20:14
[center]I think Never was included for map testing purpses (Killed the spelling, but meh.) You can only use it for disabling triggers. Plus, even a trigger that's just Always(); Comment(); Wont mess with the gameplay, so why even use Never(); Comment();? As long as the onyl action is a comment, you can use any condition. Never was really just put to make map testing easier, so you don't have to disable 15 conditions, if you max out on conditions.[/center]
Report, edit, etc...Posted by Voyager7456(MM) on 2005-01-17 at 19:28:22
I always assumed that it was for something like this:

Trigger
Conditions:
¤ Player 1 brings 1 any unit to location "Poison Gas"
Actions:
¤ Kill all any unit at location "Poision Gas"


Trigger
Conditions:
¤ Never
Actions:
¤ Kill all Jim Raynor at location "Poision Gas"


Something like that would be useful, but I doubt it works because then someone else would be using it... sad.gif
Report, edit, etc...Posted by notnuclearrabbit on 2005-01-17 at 19:35:44
[center]Yea, I used to think it did that, until my triggers kept not working. If there were a Don't(); trigger, that'd be really helpful.[/center]
Report, edit, etc...Posted by Yoshi da Sniper on 2005-01-17 at 19:38:36
It's meant to confuse would-be map stealers.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-17 at 21:18:09
QUOTE(Chu @ Jan 17 2005, 04:02 PM)
I like to comment everything so I can see more triggers in one screen.  It lets me look through and edit them at a much faster rate because I can read each comment and immediately understand the basic conditions and actions in each trigger.
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That is obviously more organized but sadly every comment uses a string
Report, edit, etc...Posted by chuiu on 2005-01-17 at 22:35:17
I've never used the limit on strings in any map.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-17 at 23:54:53
I did, when I had a really long-winded explanation of how to play when someone brought a unit to a beacon. I hit the character limit actually i think.
Report, edit, etc...Posted by (U)Bolt_Head on 2005-01-18 at 01:11:48
QUOTE(nuclearrabbit @ Jan 17 2005, 06:35 PM)
[center]Yea, I used to think it did that, until my triggers kept not working. If there were a Don't(); trigger, that'd be really helpful.[/center]
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Heres a good one

Never;
Preserve Trigger;

ha ha ha damn.
Report, edit, etc...Posted by Oo.SOLAR.oO on 2005-01-26 at 01:14:45
The amount of strings in a trig should be nothing to a mapmaker. There are many ways to make long lists of actions extend over many triggers. Disagree anyone?

Edit : My bad, I was thinking about the amount of actions
Report, edit, etc...Posted by Rhiom on 2005-01-26 at 01:41:26
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I cant remember where i read it but apparently the neever trigger is for map making. If a map maker wnts to temperrarly disable a trigger but not kill all the conditions that are already there they can just stick a never trigger in there. I think that they later came up with the option to disable/ enable the triggers. Theories on this A) the disable trigger option wasn;t in starcraft original. B) they left the never in to help organize and so that it is easier to see then the diasable. other then that i would have no idea.
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Report, edit, etc...Posted by RexyRex on 2005-01-26 at 16:22:02
QUOTE(Rhiom @ Jan 25 2005, 10:41 PM)
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I cant remember where i read it but apparently the neever trigger is for map making. If a map maker wnts to temperrarly disable a trigger but not kill all the conditions that are already there they can just stick a never trigger in there. I think that they later came up with the option ... (trimmed)
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And of course you can make the never trigger happen in a game. In fact, you can make a trigger in a game! And no one on here makes maps, no siree.

YOU HAVE TO MAKE TRIGGERS IN A MAP, THEREFORE YOUR MAPMAKING.
Report, edit, etc...Posted by Deathknight on 2005-01-26 at 17:16:48
"Never" does exactly what it does. It never executes the actions for the trigger. It is the only condition, that exists, that will have the actions not fire. And I know you can do a condition for deaths, and an unreal high value, but the Never is still more secure. Still, it has no practical use. Triggers are meant to be used anyway.
Report, edit, etc...Posted by DT_Battlekruser on 2005-01-26 at 19:42:12
QUOTE(Oo.SOLAR.oO @ Jan 25 2005, 10:14 PM)
The amount of strings in a trig should be nothing to a mapmaker. There are many ways to make long lists of actions extend over many triggers. Disagree anyone?
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Actions don't use up strings dots.gif
Report, edit, etc...Posted by Rhiom on 2005-01-26 at 19:47:00
QUOTE(RexyRex @ Jan 26 2005, 03:22 PM)
And of course you ca[color=#73FF... (trimmed)
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when i was talking about the map maker i meant that it really doesnt effect the player of the map too much. ie. it's so the map maker can see what things would be like without the trigger. so the trigger isnt for a effect that the player would see, like say create a unit that the player can use. this map trigger would be for the player, when i said it was for the map maker i meant this in a similair way. I thought it was implied but if a someone like you doesnt get it then i guese i'll just have to spell it out for ya.
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Report, edit, etc...Posted by notnuclearrabbit on 2005-01-29 at 08:00:54
[center]Never is one of thos back-stage, behind the scenes conditions. It's not meant to affect gameplay, only map making.[/center]
Report, edit, etc...Posted by Heimdal on 2005-02-03 at 19:08:10
QUOTE(Mini Moose 2707 @ Jan 17 2005, 05:57 PM)
Before patch 1.04 there wasn't a comment trigger. Never + Display Text = Comment.
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This is absolutely correct. Look at some of the Blizzard maps (Defenders of the Galaxy, in the scenario folder). This is one of their triggers:

Trigger
Conditions:
¤ Never
Actions:
¤ DisplayText("Triggers

P4 = Level Changing
P5 = Randomizers
P6 = Attack Patterns 00-0F (Ramped)
P7 = Attack Patterns 10-1F (Mean)
P8 = Spawn Patterns and Bonuses
Galactic Defenders = Messages and Invaders
");
DisplayText("Variables

P1-3 Custom = Scores
P1-3 Minerals = Current game level

P4 Custom = Number of players the game started with
");
DisplayText("Switches

S01 = P1 alive
S02 = P2 alive
S03 = P3 alive
S04 = Message - P1 just died
S05 = Message - P2 just died
S06 = Message - P3 just died
S07 = Reset P1's units and nexus
S08 = Reset P2's units and nexus
S09 = Reset P3's units and nexus
S10 = Reset all players and setup next level
S11 = Attack - Mutalisks
S12 = Attack - Wraiths
S13 = Attack - Scouts
S14 = Attack - Guardians
S15 = Attack - Battlecruiser
S16 = Attack - Carrier
S17 = Attack - Arbiter
S18 = Bonus - Shuttle / Tassadar
S19 = Bonus - Shuttle / Mojo
S20 = Bonus - Dropship / Kerrigan
S21 = Bonus - Dropship / Magellan
S22 = Bonus - Overlord / Kill Invaders
S23 = State - Attack pattern (MSB)
S24 = State - Attack pattern
S25 = State - Attack pattern
S26 = State - Attack pattern
S27 = State - Attack pattern (LSB)
S28 = Attack Pattern Mutex
S29 = State - Spawn point randomizer (MSB)
S30 = State - Spawn point randomizer (LSB)
S31 = Message - Guard your Nexus
S32 = Message - Congrats, next round
");
DisplayText("Locations

Rand ## - Regions for randomizer.

Air A# - Spawn points for enemy air forces. (Actual)
Air V# - Spawn points for enemy air forces. (Virtual)
The virtual locations are mapped to actual locations based on a preset cycle and certain random elements.

P# Arb - Follows P#'s arbiter around, and is used to detect if a powerup is within range of the arbiter.
");

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