Ok I've already looked at the Staredit.com/wiki tutorial and thats just confusing to me.
Im trying to have people roll a pair of Dice and get 1-6 on both of the dice.
Ok so i want it so that when a player brings 1 terran civillian to location "Roll"
It creates a random units named 1-6 which is the roll number and displays "You rolled a (x)!"
and then creates "sarah Kerrigan" at location "Return Roller"
Could someone help me with a trigger on how to do this, I was trying to use death counts earlier but maybe i wasnt doing it right so yea.
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If your trying to say:
Player brings "Marine" to "Roll Dice"
"Dice Roll" - Create 1 "One - HMarine" (Own One HMarine, Remove) , Create 1 "Two - Ghost" (Own One Ghost, Remove) etc.
Try using - - - Accumulate so-so Minerals/Gas
Spawn So-So at area.
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ok, this is what i had before but it didnt work for some reason
Current Player has Suffered exactly 7 Deaths of "Zerg Spire"
---
Modify Death Counts, Set To "0" "Zerg Spire"
Preserve Trigger
Always
---
Modify Death Counts of "Zerg Spire" add 1.
Preserve Trigger
then
Current Player Brings at least 1 "Terran Civilian" to location "Roll"
Current Player has suffered exactly 1 Death of Zerg Spire
-----------
Kill 1 "Terran Civilian" at Location "Roll" for Current Player
Create 1 "1" at locations "Dice Roll 1" for Current Player
Display Text "You Rolled a 1!"
Preserve Trigger
and it continues for 1-6
but when i bring the civilian to "Roll" it kills the civilain and displays
"Your Rolled a 1!"
"Your Rolled a 2!"
"Your Rolled a 3!"
"Your Rolled a 4!"
"Your Rolled a 5!"
"Your Rolled a 6!"
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What do you mean by that? like instead of current player, put "Player 1"
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http://Falkoner.CoW.Googlepages.com/Death_Counts.htmlTry Death Count Randomization, it may work better for the number 6 than Switch Randomization.
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Put it with each player. So you'll have a total of 42 "Roll" triggers.
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Also put "Player # owns atleast 1 "unit" at area create "unit" at this area.
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Thanks Mobius! That fixed it
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No problem. I'd like to test it if possible. ~ Useast AccounT: MobiusOne.
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Sure, Are you online right now? My accounts InvisibleDerek. I play USwest but I just made USeast acc. Same name
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Uhm in your initial post you said you wanted to roll 2 dice with 6 sides each. In your example you only roll 1 dice.
Death count randomization is not good if you need 2 dice, as the 2nd throw would always be a function of the first (=predictable, not random). In the simplest case they are both the same.
That's why I'd suggest randomization using switches for at least 1 of the throws.
So for a 6 sided die you'd need 3 switches (2^3 = 8 >= 6) unfortunately in 2 of 8 possibilites you get 0 or 7 (binary 000 or 111) in that case do nothing, wait for the next trigger loop, until you hit one of 1-6, then do your triggers.
This method, however, can take 2 or more trigger loops until a valid value is found. If you need it instantly you can always do this roll, and store the result (if valid) in a death counter. Then just use the death counter in your create "1 - unit" triggers instead of the switch combinations.
Post has been edited 1 time(s), last time on Feb 19 2009, 3:13 am by NudeRaider.
Im not good with triggers
so im not sure how to use the switches properly in this situation.
edit- I didnt include it in my post, but i planned on having a second set of triggers where a player would use a different unit to roll the second dice.
Post has been edited 1 time(s), last time on Feb 18 2009, 8:31 pm by InvisibleDerek.
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
There's no magic to switches.
One trigger randomizes the 3 switches and the next triggers check every combination:
#1
C: S1 = clear
C: S2 = clear
C: S3 = set
A: Create "1 - unit"
#2
C: S1 = clear
C: S3 = set
C: S3 = clear
A: Create "2 - unit"
... and so forth
There's no magic to switches.
One trigger randomizes the 3 switches and the next triggers check every combination:
#1
C: S1 = clear
C: S2 = clear
C: S3 = set
A: Create "1 - unit"
#2
C: S1 = clear
C: S3 = set
C: S3 = clear
A: Create "2 - unit"
... and so forth
Ok so I put like
1)Always
--------
Randomize S1
Randomize S2
Randomize S3
2)
Player x brings 1Terran Civilian to Roll
S1 is set
S2 is Cleared
S3 is Cleared
Preserve Trigger
------
Create 1 "1" at Dice 1 for Current Player
Display for Current player "Your rolled a 1"
Kill 1 "Terran Civilian" at "Roll" for "Current Player"
"Preserve trigger"
and then Change up the Switches from Set to Cleared until i have made all of the combos
correct?
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I have a randomization system set up with two dice in my current project, and the way i did it is this:
Condition:
Always
Action:
Randomize switch 7
Condition:
Always
Switch 7 is set
Action:
Set Deaths for unit X for player 8 to 3
Set Deaths for unit Y for player 8 to 5
Condition:
Always
Switch 7 is cleared
Action:
Set Deaths for unit X for player 8 to 4
Set Deaths for unit Y for player 8 to 1
Condition:
Player 8 has suffered at most 6 deaths of Unit X
Action:
Add 1 Deaths for unit X for player 8
Preserve trigger
Condition:
Player 8 has suffered at most 6 deaths of Unit Y
Action:
Add 1 Deaths for unit Y for player 8
Preserve trigger
Condition:
Player 8 has suffered at exactly 6 deaths of Unit X
Action:
Set Deaths for unit X for player 8 to 1
Preserve trigger
Condition:
Player 8 has suffered at exactly 6 deaths of Unit Y
Action:
Set Deaths for unit Y for player 8 to 1
Preserve trigger
Then in your 'roll' trigger you can have each death count value correspond to a different # on the dice. Unit X will be for the first dice and Unit Y for the second. To add even more randomization, you can have certain 1 time events set the deaths of either Unit X or Y to whatever amount so that the timing changes for consistent rolls. This will make it a lot harder for players to learn the randomization system u have and abuse it.
Example: In a 6 player game, you can have the dice values randomized for example, whenever a player leaves by detecting when neutral owns a unit that the player use to own.
Condition:
Neutral commands exactly 1 Protoss Gateway
Action:
Set deaths for Unit X for player 8 to 3
I hope this helps.
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We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Wow it's pretty hard to understand what you're doing there. You should briefly explain the idea of your triggers when posting "ready-to-go" triggers.
- When I got this right you start either at 3/4(X) or at 5/1(Y)
- then add 1
(why not start at 4/5(X) and 6/2(Y) in the first place?) because at most 6 is always true for 3/4(X) and 5/1(Y)
- and then if Y is 6 (X can't be) set it to 1
Result if switch set: X = 3 + 1 =
4 . . Y = 5 + 1 = 6 ==> Y =
1Result if switch cleared: X = 4 + 1 =
5 . . Y = 1 + 1 =
2Which means X is 4 or 5 and Y is 1 or 2. Only 2 possible outcomes.
This makes no sense whatsoever
(Correct me if I'm wrong)
MobiusOne. With the period is my account.
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