Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Switches and "Never"
Switches and "Never"
May 27 2010, 8:57 pm
By: StarBlue  

May 27 2010, 8:57 pm StarBlue Post #1



I was playing this game called "Storm the Fort'", and I was just wondering how some of the triggers worked. So I opened up the map and checked out the triggers and noticed some very odd things. I was just wondering what switches were and what the "Never" trigger does too.



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May 27 2010, 9:10 pm Biophysicist Post #2



Switches are global boolean variables. Death Counts are better in most situations, but if you need something that can only be true or false and is shared by all players, then you can use a switch instead. "Never" triggers never run. :hurr: The Never condition is used, for the most part, to temporarily (or permanently) disable a trigger that you think is causing a glitch, etc.

Rather obvious...



None.

May 27 2010, 10:13 pm Decency Post #3



Yeah, unless you know a programming language you probably don't understand half of that.

A switch is pretty simple concept, it's either ON or OFF. You can change the switch when something happens and then later go back to see whether it's ON or not. For example, it could be set to ON at the start. When you die for the first time, it gets set to OFF. If you die again, you lose the game. So for that example the switch represents an extra life.

In addition to what Biophysicist said, people sometimes use "Never" conditions for putting credits, comments, or other notes into their maps.



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May 27 2010, 10:17 pm Lanthanide Post #4



'Never' is also used for testing purposes. That is, build in some debug triggers (that give you bonus money, or units, or whatever) when you do certain actions to let you test the map easier. Then when you release the map, you set the triggers to Never so they don't run normally, but whenever you make private test versions you can uncheck the Never condition and get your testing triggers back without having to write them from scratch or copy/paste them.



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May 28 2010, 3:23 am TiKels Post #5



Switches are also used for randomization because they are one of the only (if not THE only) thing(s) with a built in randomizer. Set switch has like four options... Set Clear Toggle Randomize.

All switches by default at the start of the map are cleared.

Post has been edited 1 time(s), last time on May 28 2010, 3:29 am by TiKels. Reason: Thing -> Thing(s)



"If a topic that clearly interest noone needs to be closed to underline the "we don't want this here" message, is up to debate."

-NudeRaider

May 28 2010, 8:05 pm StarBlue Post #6



~ANOTHER~
I also noticed that a marine units has the name "Grunt", and the raynor unit has the name "Commando". BUT, in a dropship the Grunt shows:
Unload Unit: Grunt
Effects:[ x4 10 min ]
[ +1 range ]
It also did the same with the SCV unit "Sapper". How is that?

Post has been edited 1 time(s), last time on May 28 2010, 8:07 pm by StarBlue. Reason: added attachment



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May 28 2010, 8:11 pm UnholyUrine Post #7



Can you explain betteR? I don't know what you're saying :unsure:



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May 28 2010, 8:43 pm NudeRaider Post #8

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

If you mean that the name is displayed in 3 lines in the shuttle than I'd guess he just used line breaks in the unit name.
Afaik the unit name in the UI bottom mid doesn't support multiple lines, so it'll just not be displayed.




May 28 2010, 8:50 pm Derqua Post #9



It changes like that, because the string looks like this:
<06>Grunt

<13><04>[ U-238 Shells ]
<13><03>Cost: <04>4 x 50
<13><03>Effect: <04>+1 Range

<05>Extra muzzle velocity by shell design.<14>


The extra lines are not visible while the unit is selected, but they show up, when the unit is in the dropship.

Edit: ninja'd



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