64 actions per trigger isn't enough for my bound, is there any way to get more or an easier way to make bounds?
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Most bounds use multiple triggers per obstacle. Just continue the set of actions from one trigger to another by setting a switch.
eg:
action.
action.
action.
set switch 1.
preserve trigger.
conditions:
switch 1 is set.
actions:
action.
etc...
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Chuiu solved it, but here's a more detailed tutorial if you need it:
http://doodle77.dyndns.org/tutorials.php?id=187
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I'm using the switches to activate the bounds.
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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
I'm using the switches to activate the bounds.
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So? Then you already know how to use them.
Use a 2nd switch like this:
Switch "Bound1" is Set
Actions...
Set Switch "Bound1,2"
Clear Switch "Bound1"
Switch "Bound1,2" is Set
Actions...
Set Switch "Bound1"
Clear Switch "Bound1,2"
so what if your already using switches to start levels
somehow.. i don't think your gonna have anymore then 50ish levels ¬_¬ still leaves like 200 switches
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I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.
then use death counts as switches to link the 2 triggers to run them after each other....
use 'set deaths of [any unit which cannot die in your map for that player] for current player to 1', instead of 'set switch 1'
and use the fitting condition (current player has exactly 1 death of [that unit you chosed]).
What I used to do a long time ago is use minerals. Just use "x" minerals as a condition along with your switches. On the next trigger set it to "x+1" etc. It's not really an efficient way, but it looks like your having trouble understanding the other strategies, and this is a good simple way to do it.
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Maybe someone should let Blizzard know our demands for StarCraft II. The new technology and whatnot we should have a mass capacity of at least 100 triggers per second active. Does anybody really use the max trigger amount? I've never even come close I enjoy making campaign maps like Panzer Kavalier (wherever he is). I can't even image the tedious time it must take to use up all those trigger formations.
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Conditions:
Current Player has suffered exactly 1 deaths of [unit].
Other required Conditions
Actions:
Actions 1-64
Conditions:
Current Player has suffered exactly 1 deaths of [unit]
Other Required Conditions
Actions:
65-128
When the players beat a level simply add 1 to the death counter and do the next level triggers, and make sure you order these triggers one after another, since starcraft does in fact read triggers in order from top to bottom.
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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
Conditions:
Current Player has suffered exactly 1 deaths of [unit].
Other required Conditions
Actions:
Actions 1-64
Conditions:
Current Player has suffered exactly 1 deaths of [unit]
Other Required Conditions
Actions:
65-128
When the players beat a level simply add 1 to the death counter and do the next level triggers, and make sure you order these triggers one after another, since starcraft does in fact read triggers in order from top to bottom.
That works only for triggers without waits.
But since usually every bound uses waits for the timing your suggestion doesn't apply here.
An artist's depiction of an Extended Unit Death
Maybe someone should let Blizzard know our demands for StarCraft II. The new technology and whatnot we should have a mass capacity of at least 100 triggers per second active. Does anybody really use the max trigger amount? I've never even come close I enjoy making campaign maps like Panzer Kavalier (wherever he is). I can't even image the tedious time it must take to use up all those trigger formations.
You have gained a level in necromancy.
I figured out the switch method by myself without tutorials or help.
Man I'm smart
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