Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: How to link triggers in campaigns..
How to link triggers in campaigns..
Dec 11 2007, 3:28 am
By: Fawkes  

Dec 11 2007, 3:28 am Fawkes Post #1



If you make a campaign with multiple maps, will the triggers carry over from one map to the next? For example, say I got 150 minerals in one map. Then I get to the next map and create a trigger that creates a zergling if I have 150 minerals. Would the trigger take effect? If not, is there anyway to "link" triggers between maps so that the items you collect in one map will take effect in the next?



None.

Dec 11 2007, 3:47 am Falkoner Post #2



Nope, they completely reset, there is no way to remember it, you can use a save system to get close though.



None.

Dec 11 2007, 5:41 am Moose Post #3

We live in a society.

No data is carried through with the "Set Next Scenario" trigger.




Dec 11 2007, 9:18 am NudeRaider Post #4

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

There's only one way: Make a set of different follow-up levels and load a different level depending on the outcome of the first.

For example:
Conditions:
Win is set
Current Player has gathered at most 149 Minerals
Actions:
Load Scenario "level2a.scx" (this map has NO ling bonus at start preplaced)

Conditions:
Win is set
Current Player has gathered at least 150 Minerals
Actions:
Load Scenario "level2b.scx" (this map has the ling bonus at start preplaced)

As you see you can't make very detailed things to remember, as you would have to make a ton of follow-up levels.




Dec 11 2007, 8:52 pm Fawkes Post #5



Thanks for the suggestion, but I think the idea I have in mind is a bit too complex for that. Falk, how do I use the save system you mentioned?



None.

Dec 11 2007, 10:13 pm Falkoner Post #6



Well, you have different combinations for certain levels and skills, at the beginning of the game, the user enters a code they were given the last game for whatever stats they had, it's really annoying to set up, but if you want me to go a bit more in detail I will.



None.

Dec 11 2007, 10:43 pm Ahli Post #7

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Quote from NudeRaider
There's only one way: Make a set of different follow-up levels and load a different level depending on the outcome of the first.

For example:
Conditions:
Win is set
Current Player has gathered at most 149 Minerals
Actions:
Load Scenario "level2a.scx" (this map has NO ling bonus at start preplaced)

Conditions:
Win is set
Current Player has gathered at least 150 Minerals
Actions:
Load Scenario "level2b.scx" (this map has the ling bonus at start preplaced)

As you see you can't make very detailed things to remember, as you would have to make a ton of follow-up levels.

That is what Blizzard made in the Broodwar campaign zerg.
they made version A-F I think. it depended how many terran CCs you infected in the mineral gathering mission with fenix...

but falkoners solution saves some space. but blizzard's solution is easier to make. ;p




Dec 11 2007, 11:52 pm Fawkes Post #8



Hmm. I would like to hear those juicy details. ^_^



None.

Dec 12 2007, 12:29 am NudeRaider Post #9

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

Pretty much the same what you would have to do with the multiple follow-up maps:

1st map:
When the player has gathered at most 149 mins at the end -> display message: "code 111"
When the player has gathered at least 150 mins at the end -> display message: "code 222"

2nd map:
INIT: Give the player a civ at start in front of 3 beacons named "1", "2" and "3"

I will show you some example pseudo triggers for the 2 codes used above. For a full code system you would obviously need more and some way to reset the code dc in case of a false entry.

Triggers for CODE 111:
When code dc is exactly 0 and current player brings at least 1 civ to beacon 1
-> add 1 to code dc

When code dc is at most 9 and at least 1 and current player brings at least 1 civ to beacon 1
-> add 10 to code dc

When code dc is at most 99 and at least 11 and current player brings at least 1 civ to beacon 1
-> add 100 to code dc

When current player has suffered exactly 111 deaths of code dc start the map without reward


Triggers for CODE 222:
When code dc is exactly 0 and current player brings at least 1 civ to beacon 2
-> add 2 to code dc

When code dc is at most 9 and at least 1 and current player brings at least 1 civ to beacon 2
-> add 20 to code dc

When code dc is at most 99 and at least 11 and current player brings at least 1 civ to beacon 2
-> add 200 to code dc

When current player has suffered exactly 222 deaths of code dc start the map and create a ling for the player




Dec 13 2007, 12:40 am Riney Post #10

Thigh high affectionado

Quote from Fawkes
Hmm. I would like to hear those juicy details. ^_^

That did NOT sound right! O_O

Quote from NudeRaider
Pretty much the same what you would have to do with the multiple follow-up maps:

1st map:
When the player has gathered at most 149 mins at the end -> display message: "code 111"
When the player has gathered at least 150 mins at the end -> display message: "code 222"


By all means, codes such as 111 and 222 can be easily guessed. You're gonna need such codes as 5 digit, with only 3 fails and you get kicked from the map. This way people dont start guessing.



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Dec 13 2007, 12:52 am 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

Quote from Dark_Marine_123
By all means, codes such as 111 and 222 can be easily guessed. You're gonna need such codes as 5 digit, with only 3 fails and you get kicked from the map. This way people dont start guessing.
o rly?
Geez that's only a simple example so he understands the principle.




Dec 13 2007, 2:04 am Riney Post #12

Thigh high affectionado

Quote from NudeRaider
Geez that's only a simple example so he understands the principle.

He must understand at a young age, so his mind cannot later be corrupt.



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Riney on Steam (Steam)
@RineyCat on Twitter

-- Updated as of December 2021 --

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