ok so i wrote triggers to make obs allies but it keeps affecting everyone its supposed to turn on vision and ally player 1 if switch 1 is set thats the trigger. i did that for players 1-6
now my problem is one switch is set it effects everyone any reason its doing this? its like triggers are activated without the switch being changed to set.
None.
SDE, BWAPI owner, hacker.
A switch is a global variable. If you want to do it individually, use deaths.
Vision generally works opposite the way most people think it would. 'Turn ON Shared Vision of Player 1 with Current Player' turns Player 1's shared vision on for whichever player runs the script, not the other way around.
Switches are global, as Heinermann said. If one player's trigger sets a switch, all triggers will detect that the switch is set.
Other than that I can't really help much.
None.
ok so like my condition was if so and so switch is set then make it run this action and like some switches werent even triggered to be set and it still ran the action why?
None.
If the action was run, it was because the conditions were met. Posting the triggers and thinking about it logically will help you out a lot.
Your grammar could also be dramatically improved. Right now you're giving us the bare minimum of information in a less than ideal manner. Perhaps you could use less slang (okay so like) and be crystal clear about everything you say?
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
An artist's depiction of an Extended Unit Death
Possibilities:
1. You're reusing switches, so when it's set somewhere, it's set everywhere. Basically, your conditions are met somewhere else, which makes the triggers run.
2. You accidentally disabled a condition.
3. The same or similar actions are in another trigger that is running.
4. You're attempting to individualize switches when in fact they are global, as mentioned twice above.
5. You confused AI scripting as mentioned above, giving unexpected results.
6. Someone with access to your computer is playing a mean trick on you.
7. Your map switched from .scm to .scx, and you keep editing the .scx while testing the .scm.
8. You hit the string limit and weird things are happening. Alternatively, you have been switching between editors frequently and created problems with the map (Not likely).
I'm sure the community can conjure up another formidable list, but posting the map would probably get the issue resolved faster if the above list did not help.
Edit:
... turn on vision and ally player 1 if switch 1 is set thats the trigger. i did that for players 1-6
now my problem is one switch is set it effects everyone ...
If by everyone, you mean players 1-6, then it most definitely would effect them all. The switch is set.
Post has been edited 2 time(s), last time on Jun 23 2010, 5:22 am by Roy.
4. You're attempting to individualize switches when in fact they are global, as mentioned twice above.
what do you mean by that? and i made 2 triggers with the same condition switch 1 is set blah blah blah.
None.
If you would just post the map we would tell you why it isn't working. You'd have already had an answer 2 days ago.
You think they should be working right, they aren't working right, clearly something is amiss. Trying to explain it over a 2 day period is horribly inefficient when it takes 2 seconds to attach the map and show us what you're talking about.
Trigger("Player 1","Player 2","Player 3"){
Conditions:
Switch("Switch1", not set);
Actions:
Set Switch("Switch1", set);
Display Text Message(Always Display, "Players 2 and 3 will never see this message if Player 1 sees it");
}
//-----------------------------------------------------------------//
This is what he means. I don't understand how you don't understand. What don't you understand?
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"
i came up with a fix i gotta use different death triggers.
Post has been edited 2 time(s), last time on Jun 25 2010, 12:25 am by Apocalypse535.
None.