bound probs
Dec 28 2007, 7:45 pm
By: waterboy12  

Dec 28 2007, 7:45 pm waterboy12 Post #1



i hit 2 road blocks (sadly)
1---> this time its it i have a cycle that i want to be like thins (1=exp1 2=exp2 .=pause) 1...2...1...2...(and so on) But when i set the triggger its more like this 1.2...1.2... or 12..12.... ive change the trigger like 30 times and sued other maps that have a similar bound for help but it still doesnt work -.-.

2---> the other prob is the arcone one when they arcones move around the given area. and if u touch then u die (or get to close based on location size) they move for like 2laps then stop(even tho presserve trig is on) and the locations wont snap to the arcones. (i have a total of 6)

Any ideas on what i need to do?



None.

Dec 28 2007, 8:10 pm who Post #2



For the archons, dont use locations for each... use one location that centers on each bounder, and kill the bounder if the computer brings an archon to that location.

C:
brings atleast 1 bounder to anywhere
A:
preserve
move location p1bounder on bounder

C:
obstacle archon is set (or your DC, whatever)
computer brings atleast 1 archon to p1bounder
A:
kill bounder for current player

Dont have locations that constantly move, just have 1 patrol trigger for each archon, then they'll move back and forth automatically.
For each patrol trigger, you have 2 locations, one where the archon starts, and one where the archon should go to back and forth.

First problem:
do you have hyper triggers on?



None.

Dec 28 2007, 10:51 pm Falkoner Post #3



The triggers that cause explosions 1 and 2 are getting wait blocks, do you have any other waits running for that player?



None.

Dec 29 2007, 4:51 am waterboy12 Post #4



no extra waits at all and hypper triggers are off

someone the map for archons is a square that has water in mid how do u get them to walk around that area?



None.

Dec 29 2007, 10:16 am NudeRaider Post #5

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

Quote from waterboy12
no extra waits at all and hypper triggers are off

someone the map for archons is a square that has water in mid how do u get them to walk around that area?
Make 4 locations at the corners of the water hole and make a trigger that orders them to move from 1 location to another in circles.




Dec 29 2007, 10:25 am NudeRaider Post #6

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

Quote from waterboy12
i hit 2 road blocks (sadly)
1---> this time its it i have a cycle that i want to be like thins (1=exp1 2=exp2 .=pause) 1...2...1...2...(and so on) But when i set the triggger its more like this 1.2...1.2... or 12..12.... ive change the trigger like 30 times and sued other maps that have a similar bound for help but it still doesnt work -.-.
Any ideas on what i need to do?
Quote from waterboy12
no extra waits at all and hypper triggers are off
You should use hypertriggers. Only then you have constant times between each trigger check (83ms)
When you use a wait all triggers are checked again, no matter if the 2s delay after a regular trigger check is over. That can lead to irregular timing.
Alternatively you could make many actions with wait/explosions that cover like 10 loops. Then after 10 loops of that obstacle you would have a small delay until the next loop of 10 explosions is started. That should be bearable, but is not recommended.
Adding hypers is the better solution.




Dec 29 2007, 8:33 pm Falkoner Post #7



Using Death Counts would make this much easier.



None.

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