The Problem: The items cant be used when dropped off. I want the units to be removed and "Used."
Example: of what SHOULD happen when its fixed
Player 1 has picked up a Healing Item, which creates a unit in the dropship locale and picks it up
Player 1 drops off the Healing Item
The Game checks the triggers and notices the healing item is out,
Player 1 removes healing item,
Player 1 gets message, "You did what you had to do to heal"
Player 1 is left with the dropship and nothing else!
Set-Up
DEATHS:
Player 7
CONDITIONS:
Always
ACTIONS:
Modify death counts for Player 7: Subtract 1 for Aldaris (Templar)
Preserve Trigger
Player 7
CONDITIONS:
Player 7 has suffered exactly 0 deaths of Aldaris (Templar)
ACTIONS:
Modify death counts for Player 7: Set to 0 for Disruption Field
Preserve Trigger
Player 1 - 4 Vary Pick-up
CONDITIONS:
Player 5 brings at least 1 Item to [U] Player
Player V brings at most 8 anyunit to [I] 1
ACTIONS:
Give 1 Item owned by Player 5 at [U] Player to Player V
Preserve Trigger
Player 1 - 4 Vary Create
CONDITIONS:
Player V brings at least 1 Item to [I] Move Item
ACTIONS:
Modify deaths counts for Current Player: Set to 1 for Disruption Field
Modify deaths counts for Player 7: Set to 36 for Aldaris (Templar)
Create 1 Unit Item at Inventory for Current Player
Remove 1 Item for Current Player
Display Text
DROPSHIPS:
Force 1
CONDITIONS:
Current Player has suffered exactly 1 deaths of Enter Transport
ACTIONS:
Execute AI Script 'Enter Transport' at Inventory
Force 1
CONDITIONS:
Current Player brings exactly 1 Item to Ground
Current Player has suffered exactly 0 deaths of Enter Transport
Current Player has suffered exactly 1 deaths of Use Item
ACTIONS:
Display Text
Remove Item
Set Resources / Hit Points
Force 1
CONDITIONS:
Current Player has suffered exactly 0 deaths of Disruption Field
Player 7 has suffered exactly 0 deaths of aldaris (Templar)
ACTIONS:
Modify deaths counts for Current Player: Set to 0 for Enter Transport
Modify deaths counts for Current Player: Set to 1 for Use Item
Force 1
CONDITIONS:
Current Player has suffered exactly 1 deaths of Disruption Field
ACTIONS:
Modify deaths counts for Current Player: Set to 1 for Enter Transport
Modify deaths counts for Current Player: Set to 0 for Use Item
Post has been edited 1 time(s), last time on Mar 21 2009, 12:05 am by FooFighters.
None.
1. Is there actually a preserve trigger on these? Or what?
I think the issue is that they are executing in the wrong order, however, I also think you have overcomplicated this way too much, just detect when the unit is out, do the actions, or set a death to do the actions, set a switch to say it is out, and then run the AI to make it go back in in the same trigger. Make sure that the unit is back in the air-only location(or out of the ground one) before you clear the switch again, so it won't run multiple times.
EDIT: This is assuming that you are trying to do a dropship spellcasting/item using system
None.
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
an explanation what should happen would be nice.
It's clear on what should happen on the map...
The Item should be dropped off, then used... not put back in the dropship which is what it is currently doing... and i dont understand a lot of what Falk's saying... i hate PSSA days, they make me so stupid
EDIT: Here is the map to download... and if u look in-game, plz, i advise u, have ur volume on mute, my music is messed up on that version, and i want to fix the inventory first, b/c i alrdy fixed the music
http://www.staredit.net/topic/6735/unread/#specialAlso, it instantly goes back in when u pick up an item, not before
None.
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
The Item should be dropped off, then used... not put back in the dropship which is what it is currently doing...
I'm pretty sure that can't be all you want to happen, but here's your answer:
Create a location 'ground' at the dropship, which has all air checkmarks unchecked.
When you drop a unit out the dropship it will get detected, so you can remove it and run your trigger. Like this:
<Player Force>
Conditions:
Current Player brings at least 1 Marine to 'ground'
Actions:
Remove 1 Marine at 'ground'
<Item Actions>
(optional: Preserve Trigger)
Make a trigger for every item.
Yeah.. Just remove it instead of running the Enter Transport AI..
None.
I suppose he wants each item to stay permanently. For example, you only use one Dropship slot for "Medic Pack".
None.
It's clear on what should happen on the map...
The Item should be dropped off, then used... not put back in the dropship which is what it is currently doing...
Also, it instantly goes back in when u pick up an item, not before
Where do you get that i want to keep it, i have the trigger to remove it... its that it is instantly going back in...and not using the item... which is a problem!
Look at the map, i have the trigger to remove it, i have the location that uses items for all players [4 locations to move dropships, and 1 location to use everyone's items... which may glitch if i use switches
None.
Just a guess...
without looking at the map, when an Item is picked up you create it under the dropship and that is why you have a trigger ordering it to load into the dropship... the problem is the trigger to use the item also places the item under the dropship and well the loading trigger is higher in the trigger list. Though even if you put it after the loading trigger it would just get used immediately and never stay in your inventory at all... is this how it is currently set up?
None.
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
It's clear on what should happen on the map...
The Item should be dropped off, then used... not put back in the dropship which is what it is currently doing...
Also, it instantly goes back in when u pick up an item, not before
Where do you get that i want to keep it, i have the trigger to remove it... its that it is instantly going back in...and not using the item... which is a problem!
Look at the map, i have the trigger to remove it, i have the location that uses items for all players [4 locations to move dropships, and 1 location to use everyone's items... which may glitch if i use switches
Your explanations are sketchy at best. You should explain in detail which functions you
want. We
don't need to know what you
don't want (which is what you're repeating over and over).
I already posted the trigger for using the items. There's no enter dropship command, so your problem should be gone if you use it. If that's not enough you should tell me what additional functions you need.
Okay, taking Nude's suggestion...
i will update the thing up there...
None.
Since you overlooked my post and further confirmed my suspicion. Your trigger for picking up items is firing before the use of the item trigger since its the same location even switching the trigger order will not help because then any item you pick up will be used immediately. So you need to set a switch or something so it only loads the dropship as they pick up an item then switch it back once its entered so any unit you drop will be used and not loaded back in.
None.
I'll try your suggestion Vhaeraun
EDIT: Ya, i'm not understanding it much...
Could you make an example trigger, i can't think about it in my head
Post has been edited 1 time(s), last time on Mar 21 2009, 1:31 am by FooFighters.
None.
Ill give you sudo triggers...
1a:
Conditions:
Player walks near item
Actions:
Set switch
Create item under dropship
Preserve
1b:
Conditions:
Switch is set
Item is under dropship
Actions:
Load item into dropship
Clear switch
Preserve
2a:
Conditions:
Player uses item
Switch is cleared
Actions:
remove item
(item effect here)
Preserve
Do so for all types of items...
None.
Ok, i'm going to use that, and test my new ammo system at the same time... hopefully both work out fine
Edit: Didn't see my ammo system at work yet, but i'm glad to say that the problem is solved
CLOSE TOPIC PLEASE
Post has been edited 1 time(s), last time on Mar 21 2009, 1:52 am by FooFighters.
None.