switch
Jun 8 2008, 6:59 pm
By: vietbeat  

Jun 11 2008, 6:06 am pneumatic Post #21



What exactly is going wrong? Details of the results you're getting will help us determine what's wrong in your triggers. Try taking out the waits and see if the triggers still don't work. If they still don't, you know it's a problem other than waits.

One thing I noticed about the condition in your first trigger -- "Current player commands at least 0 probe" -- this is ALWAYS true, and so there's no point in having it as a condition. Maybe you meant "Current player commands at most 0 probe"?

Also, make sure that if you have that trigger for multiple triggers, they each use a different switch. Otherwise your switches will be changed when you don't want them to be.



None.

Jun 11 2008, 9:19 pm vietbeat Post #22



well i just remove the wait thingy and remove the switch and did the other way...hopefully that will work... its suppose to when my probe die everything of the building should blow up it doesnt and it doesnt turn to a flag...thats wat is wrong...



None.

Jun 11 2008, 11:37 pm gam_crazy Post #23



i get confused by those to, like when ur trying to make it so every time somone kills 5 units they get 1 mineral.



None.

Jun 12 2008, 5:08 am pneumatic Post #24



Quote from vietbeat
well i just remove the wait thingy and remove the switch and did the other way...hopefully that will work... its suppose to when my probe die everything of the building should blow up it doesnt and it doesnt turn to a flag...thats wat is wrong...
Try this modified version of your original triggers:

condition:
current player commands at MOST 0 probe
player1 is cleared
action:
kill all men for current player
kill all building for current player
create 1 flag at saved for current player
perserve trigger
set player 1

condition:
player 1 commands at least 1 flag
mice bring at least 1 probe to saved
player 1 is set
action:
create 1 probe at saved for current player
remove 1 flag for current player at saved
clear player1
create 1 chooser at chooser for current player apply properties
preserve trigger

Quote from gam_crazy
i get confused by those to, like when ur trying to make it so every time somone kills 5 units they get 1 mineral.
That doesn't work the way it seemingly should, because you can't subtract kills. You have to use the kill SCORE instead and try to approximate the amount. Or you can use binary countoffs to detect a change in the amount of kills a player has, in which case I can see you using switches, although Death Counts work better in that case.



None.

Jun 12 2008, 6:04 pm vietbeat Post #25



i will use urs after i check mines if it doesnt work....thanks....hopefully it works ...



None.

Jun 15 2008, 1:14 am vietbeat Post #26



still no flag...is there something else i gotta do to make switch work?



None.

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