Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Way to stop the trigger cycle?
Way to stop the trigger cycle?
Jul 19 2008, 3:23 am
By: Zombiechao  

Jul 19 2008, 3:23 am Zombiechao Post #1



I was wondering if there was a way to stop the trigger cycle? This would be usefull for me because then I could centre locations on dead units and do other things.



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Jul 19 2008, 3:39 am Falkoner Post #2



You can set a switch that disables all triggers in the map, just put the condition that the switch must be cleared in every trigger in your map.
Quote
This would be usefull for me because then I could centre locations on dead units and do other things.
How would being able to stop the trigger cycle allow you center locations on dead units?

Oh, and btw, it actually is possible to already do that, you detect when the player being attacked has suffered a death, then you center a location on each of the units around the unit that would be killing them, and move them to another spot, at that spot, you give them to another player, then move them back, in a single trigger, then make copies of that trigger depending on how many units could be around the hero unit at a time(one trigger per unit).

Then, below all those triggers, you would have another trigger that attempts to center a location on any marines owned by the original owner, then you do any actions you want to happen when a unit is killed at that location.

This only works part of the time because the triggers are checked too slowly to make it work all of the time, the reason it works is because when a unit dies, it is not actually fully dead, and can still have locations centered on it at the beginning of it's death animation, even though a death or kill score has been added, but can't be moved, so if the trigger cycle lands right when it dies, it works, otherwise it does not, here's the map showing it:

[attach=1381]

Attachments:
Corpse_Finder.scx
Hits: 3 Size: 22.32kb



None.

Jul 19 2008, 3:46 am Zombiechao Post #3



Nvm. Stopping the trigger cycle would cause to much trouble for me. Maybe if there was a way to temporarily stop it though?



None.

Jul 19 2008, 3:47 am Falkoner Post #4



Could you explain exactly what you mean by "stop the trigger cycle"?



None.

Jul 19 2008, 10:50 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

Yeah, it also occurred to me that you're looking for the wrong solution.
Your conditions are your way to stop triggers from firing. There's no need to stop the cycle entirely.

Explain us what you're trying to do and we tell you how to. ;)




Jul 19 2008, 11:08 am KyleIs1337 Post #6



Falkoner, how could you do that if once you disabled them you cannot enable them. Like when they are disabled how can you enable it...



None.

Jul 19 2008, 1:58 pm Pyro682 Post #7



You enable that switch with a certain condition within the game
If the switch is disabled in the conditions, then it wont let the trigger run. Once it is enabled, the trigger is ready to free-fire (assuming the other conditions, if they exixst, are filled.)



None.

Jul 19 2008, 2:01 pm Falkoner Post #8



Quote
Falkoner, how could you do that if once you disabled them you cannot enable them. Like when they are disabled how can you enable it...

Yes you can, you set the switch to disable them all, and then clear it when you want them to go again.



None.

Jul 20 2008, 12:50 am KyleIs1337 Post #9



Yea I get it now..sorry was a bit tired when I read this. (4:08AM)

Trigger
Players

  • P1
  • Conditions

  • Switch("Switch 1", Clear);
  • Actions

  • Do your actions


  • Trigger
    Players

  • P1
  • Conditions

  • Whatever you want
  • Actions

  • Switch("Switch 1", Set);

  • Collapsable Box


    Post has been edited 5 time(s), last time on Aug 10 2008, 2:23 am by KyleIs1337.



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