Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Death Counters to set transmissions
Death Counters to set transmissions
Oct 20 2009, 11:56 pm
By: Super Duper  

Oct 20 2009, 11:56 pm Super Duper Post #1



Heres my trigger:

PLAYERS:
All
Condition:
Player brings at least 1 unit to location
Action:
Set switch one

Players:
All
Condition:
Switch one is set
Action:
Add 1 death for terran marker
Preseve trigger
_____________________________________
Players:
All
Condition:
Player suffers exactly 3 deaths of terran marker
Action:
Display transmission
___________________________________________
Players:
All
Conditions:
Player suffers exactly 5 deaths of terran marker
Action:
Display transmission

When I do this, it only displays the 2nd transmission.
Help me please ^.^



None.

Oct 20 2009, 11:59 pm Devourer Post #2

Hello

12 DC are added in 1 second if I remember right (with hyper-triggers), which means the first transmission probably gets "overlapped", get what I mean? try to set the 2cnd transmission-dc-condition to 200 DC and see what happens then.

Also, I recommend explaining the problem better and also small explanation of what you want.

EDIT: When the +1 DC-Trigger are running for all players and there are 2 or 4 the first one wouldn't even run because the "3" is skipped. Therefor I recommend to set the condition as AT LEAST 3.



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Oct 21 2009, 12:01 am Jack Post #3

>be faceless void >mfw I have no face

You also want to make a trigger :

All players

Bring 0 civilian to location

Clear switch.
Preserve



Red classic.

"In short, their absurdities are so extreme that it is painful even to quote them."

Oct 21 2009, 12:02 am Super Duper Post #4



Im not using hypertriggers.
I was told that whatever your deathcount is you multiply it by 2 to get how much seconds it is.
E.G 2 DC x2 = 4 seconds.



None.

Oct 21 2009, 12:03 am CecilSunkure Post #5



Well, for every player you have in game that completes the trigger's condition, the trigger adding deathcounts is going to add 1 death to terran marker. This is because you have the trigger applied to all players (including computer players). When creating triggers of my own, I keep the triggers adding and subtracting deaths applied to 1 computer player.

Have your triggers look more along these lines:

All players:
Current player brings at least 1 unit to location x
Set switch 1

Under only one player, preferably a computer player:
Switch 1 is set
Add 1 death to unit z,
preserved

All players:
Current player suffers exactly y deaths of unit z
Display transmission

Post has been edited 3 time(s), last time on Oct 21 2009, 12:52 am by CecilSunkure.



None.

Oct 21 2009, 12:05 am Super Duper Post #6



That seems like it would work, i will get back to you on that.
:) Thanks.

EDIT: Didnt work. No transmission was displayed.

Post has been edited 1 time(s), last time on Oct 21 2009, 12:12 am by Ciara.



None.

Oct 21 2009, 12:14 am CecilSunkure Post #7



If no transmission was displayed, there are a number of things that can be wrong. If you'd like some more help, post your new triggers up.



None.

Oct 21 2009, 12:18 am Super Duper Post #8




The last trigger at the bottum is another transmission, sorry I cut it out.






None.

Oct 21 2009, 12:32 am CecilSunkure Post #9



Well, if player 1 isn't in game, those triggers displaying messages will not fire. If player 2 is not in game, the switch is not going to be set.

Also, I've had bad experiences with renaming switches, so I don't recommend that you do that, as renamed switches have behaved very strangely for me in the past.

You also need to make sure that each player that is required for your triggers to run has a start location.

It would also help if you explained to me exactly what your triggers are supposed to do, in your very first post of the topic -just for future reference ^^

[Edit] Just so you know, there are easier ways to display all these messages with waits in between, if all you are doing is displaying messages with a delay between each message.



None.

Oct 21 2009, 12:38 am Super Duper Post #10



Thank you so much, ive been trying to fix this for a couple HOURS :)
Thank you.



None.

Oct 21 2009, 12:40 am CecilSunkure Post #11



Quote from name:Ciara
Thank you so much, ive been trying to fix this for a couple HOURS :)
Thank you.
So it works now? What fixed it? And, no problem. I enjoy helping ^^



None.

Oct 21 2009, 12:48 am Super Duper Post #12



Apparently renaming switches screws your map over :ermm:



None.

Oct 21 2009, 12:50 am Vrael Post #13



Quote from name:Ciara
Apparently renaming switches screws your map over :ermm:
It worked when you used a different switch? This is very strange and probably needs to be reported to SI if this is the case.



None.

Oct 21 2009, 3:20 am CecilSunkure Post #14



Quote from Vrael
Quote from name:Ciara
Apparently renaming switches screws your map over :ermm:
It worked when you used a different switch? This is very strange and probably needs to be reported to SI if this is the case.
Yes, this has happened to me as well. Renamed switches act very strangely. I've spent days "debugging" all to just change from a re-named switch to a switch with a default name to find my triggers working perfectly.



None.

Nov 28 2009, 2:14 am ImagoDeo Post #15



I think it has to do with the fact that renaming a switch doesn't affect the switch's name in triggers already using it. For example, if I have a trigger that relies on Switch 1 being set, and I decide to rename Switch 1 to 'Reset Spawn Timer', or whatever, then the first trigger is still relying on Switch 1 being set, and it screws things up.

I'm not sure how this problem first came about, but I took SCXE's advice to heart - something about all changes being permanent. I always rename switches BEFORE I use them in triggers, never afterwards.



None.

Nov 28 2009, 1:51 pm NudeRaider Post #16

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

For the record, I had never problems renaming a switch.

And about the triggers: They are actually fine, but left out important details: For what players you are setting the dc.
General rule: Don't use specific players in actions. Use current player. Applying this to your triggers results in:
Quote from name:Ciara
PLAYERS:
All
Condition:
Player brings at least 1 unit to location
Action:
Set switch one

Players:
All
Condition:
Switch one is set
Action:
Add 1 death for terran marker for Current Player
Preseve trigger
_____________________________________
Players:
All
Condition:
Current Player suffers exactly 3 deaths of terran marker
Action:
Set deaths of terran marker to 0 for Current Player
Display transmission
___________________________________________
Players:
All
Conditions:
Current Player suffers exactly 5 deaths of terran marker
Action:
Set deaths of terran marker to 0 for Current Player
Display transmission

When I do this, it only displays the 2nd transmission.
Help me please ^.^
In other cases where you want to reset the death counter after the trigger has run (instead of a dc timer), add the gray lines.




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