Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Need some help with this trigger.
Need some help with this trigger.
Jun 6 2011, 1:03 am
By: Templarfreak  

Jun 6 2011, 1:03 am Templarfreak Post #1



Conditions:

Memory at Death Table + 161889 is exactly 6412280
Switch 01 is Cleared

Actions:

Set Switch 01
Show Portrait Zerg Cerebrate Nargil talking to current player for 99999999miliseconds
Clear Switch 01
Preserve Trigger
Comment: Hatchery Portrait



Now uh, the problem is that the portrait continues to show even when the hatchery is not selected. Does it have to do with the miliseconds? xD



None.

Jun 6 2011, 1:07 am Apos Post #2

I order you to forgive yourself!

Let's see if I understand correctly... The EUD condition works, the action is fired and the Portrait is displayed. Now you want the portrait to go away?

Edit: Actually... I think I understand exactly what the problem is... Correct me if I'm wrong,,,

Your EUD detects the selection of a unit. When that unit is selected, you display a portrait. Now, you want the portrait to go away when it's not selected. This would mean that you are right and to make it work like that, you need to reduce the amount of milliseconds that the portrait is displayed. You will also need to recycle your trigger. (Repeating the triggers as long as the player keeps the unit selected. If the unit is not selected, don't repeat the trigger and the portrait will not be displayed any longer.)

Post has been edited 1 time(s), last time on Jun 6 2011, 1:16 am by Apos. Reason: I have studied the case




Jun 6 2011, 1:16 am Templarfreak Post #3



Yeah when it gets unselected I would like the portrait to go away. xD


Edit: So basically, remove the preserve trigger and spam the trigger a bajillion times? xD

Actually I just got an idea BRB.



None.

Jun 6 2011, 1:25 am Apos Post #4

I order you to forgive yourself!

Quote from Templarfreak
Yeah when it gets unselected I would like the portrait to go away. xD


Edit: So basically, remove the preserve trigger and spam the trigger a bajillion times? xD

Actually I just got an idea BRB.
Does your EUD really detect the selection? If it does...
Quote from Templarfreak
Edit: So basically, remove the preserve trigger and spam the trigger a bajillion times? xD
keep the preserve trigger. If there is no selection, it means the condition for the trigger will stay false and the action will not occur. The portrait will time out and everything will go back to normal. If the players reselects again, the cycle restarts.




Jun 6 2011, 1:40 am Templarfreak Post #5



Should I keep the switches too? Because now all it does is flash with the static, but I see what your saying.

When the EUD detects it, the action of the portrait will begin, and if the MS is just like 1 or something, it will do it for 1 MS and then repeat. Making it when the unit is unselected it would just go back to normal.

Edit: I have the trigger at 1 MS and it keeps doing static, like when a portrait transitions. That's what I mean by it's static...

Post has been edited 1 time(s), last time on Jun 6 2011, 1:47 am by Templarfreak.



None.

Jun 6 2011, 1:49 am jjf28 Post #6

Cartography Artisan

<Edit> italics fail, doy :P </Edit>
(Keeping the preserve trigger, removing the switches) All you need to do is display the portrait for the length (in milliseconds) of a trigger cycle, so when the condition is no longer true it simply expires and normal portraits resume.
If you aren't using hyper triggers wait for 2000 milliseconds, if you are, wait for 125 milliseconds


Just some notes: 1000 milliseconds = 1 second, and a game second on fastest speed in StarCraft is not the same as a real second.

If you wanted this to immediately stop the portrait when the unit is deselected, you'll have to use hyper triggers,
Hyper Triggers...

Post has been edited 1 time(s), last time on Jun 6 2011, 3:00 am by jjf28.



TheNitesWhoSay - Clan Aura - github

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

Jun 6 2011, 2:04 am Templarfreak Post #7



I already had Hypertirggers set up, and still I just get static for the protrait. Any other suggestions? Anyone?...T_T

Edit: How long is one trigger cycle on fastest speed?

Post has been edited 1 time(s), last time on Jun 6 2011, 2:14 am by Templarfreak.



None.

Jun 6 2011, 2:39 am jjf28 Post #8

Cartography Artisan

I assume you aleady know death counters if your working with EUD's... but here's the link ne ways Death Counters

Where Timer is any unit you select (ex: Mining Platform)...
Trigger
Players
  • All Players
  • Conditions
  • Memory at Death Table + 161889 is exactly 6412280
  • Current player has suffered exactly 0 deaths of timer
  • Actions
  • Modify Death counts for current player: set to 100 for timer
  • Show Zerg Cerebrate talking to current player for 60000 miliseconds
  • Preserve Trigger.


  • Trigger
    Players
  • All Players
  • Conditions
  • Current player has suffered at least 1 deaths of Timer
  • Actions
  • Modify death counts for current player: subtract 1 for Timer
  • Preserve Trigger.


  • Trigger
    Players
  • All Players
  • Conditions
  • Current player has suffered at least 1 death of Timer
  • Memory at Death Table + 161889 is at least 6412281
  • Actions
  • Modify death counts for current player: set to 0 for Timer
  • Show zerg cerebrate talking to current player for 0 miliseconds.
  • Preserve Trigger.


  • Trigger
    Players
  • All Players
  • Conditions
  • Current player has suffered at least 1 death of Timer
  • Memory at Death Table + 161889 is at most 6412279
  • Actions
  • Modify death counts for current player: set to 0 for Timer
  • Show zerg cerebrate talking to current player for 0 miliseconds.
  • Preserve Trigger.


  • You might want to fine tune what you initially set the deaths too, and the time you display it for; to get the smoothest animation.


    "Hyper triggers are triggers that utilize Wait actions to speed up the check rate of triggers at up to 8.0 times per "game-time" second, or 11.9 times in real-time seconds (fastest game speed with wait(0); actions)."

    Just a lil math off this
    So it's 8 for 1 game second, 11.9 for 1 real second, 1.4875 (119/80) real seconds pass per game second
    Real Second = Game Second * (119/80)
    Game Second = Real Second * (80/119)

    Post has been edited 5 time(s), last time on Jun 6 2011, 3:40 am by jjf28.



    TheNitesWhoSay - Clan Aura - github

    Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

    Jun 6 2011, 4:06 am The_UrChai Post #9



    Quote from Templarfreak
    I already had Hypertirggers set up, and still I just get static for the protrait. Any other suggestions? Anyone?...T_T

    The static is caused by the transition so.... either the portrait will display longer or shorter than you want it to or the static... I think you can change the actual unit portrait with EUD's but I think it's more crashy*???

    *citation needed desperately



    None.

    Jun 6 2011, 6:46 am Roy Post #10

    An artist's depiction of an Extended Unit Death

    Quote from name:shadow649
    I think you can change the actual unit portrait with EUD's but I think it's more crashy*???

    *citation needed desperately
    With EUD Action Enabler, you could constantly overwrite the portrait when the condition fires with an EUD action, and it would omit the static transition. This wouldn't make the game more "crashy," though.

    Once the portrait action fires, it is told to keep the portrait there for 99999999 milliseconds. There is no trigger you can run to remove this portrait; you must wait for the time to run out. Therefore, you should reduce the length of the display time.

    Post has been edited 1 time(s), last time on Jun 6 2011, 9:09 pm by Roy. Reason: Strike-through wrong info




    Jun 6 2011, 7:21 pm NudeRaider Post #11

    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'd show the portrait for several seconds. That way you have way more portrait than static (which is only shown at the beginning of the animation) and still a reasonable response time should the player deselect.




    Jun 6 2011, 8:07 pm jjf28 Post #12

    Cartography Artisan

    Quote
    There is no trigger you can run to remove this portrait; you must wait for the time to run out.

    you can remove it by showing a new portrait (or the same 1) for 0 miliseconds as shown in my trigs



    TheNitesWhoSay - Clan Aura - github

    Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

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