Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: Messed up HP in bounds?
Messed up HP in bounds?
Dec 13 2007, 3:56 pm
By: Fawkes  

Dec 13 2007, 3:56 pm Fawkes Post #1



I've seen a lot of bounds where the HP for units are constantly goign up and down. I tried to make a trigger like this, but it didn't work? What's the correct trigger for doing this?



None.

Dec 13 2007, 4:19 pm who Post #2



The action for this is modify unit hit points.

You should use DC waits for this in a bound, because having a constant wait will cause blocks while obstacles are running.

e.g.

C:
current player has suffered at most 12 deaths of DC
A:
preserve
add 1 death of DC

C:
current player has suffered exactly 13 deaths of DC
A:
preserve
set deaths of DC to 0

this will allow the DC to cycle between 1 and 13, so then you can have lots of triggers that set the hp to different percentages, depending on the number the DC is on

e.g.

C:
Current player has suffered exactly 0 deaths of DC
A:
Modify unit hit points to 90%

C:
Current player has suffered exactly 1 deaths of dc
A:
Modify unit hit points to 80%

etc.



None.

Dec 13 2007, 4:36 pm y10k Post #3



Always

sethp 90%
wait 100
sethp 80%
wait 100
...
sethp 10%
wait 100
preserve



None.

Dec 13 2007, 5:03 pm 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

No, waits are a bad idea since it is very likely that you are getting wait blocks.




Dec 13 2007, 6:51 pm Fawkes Post #5



Ugh, I used it with the DCs, and it worked, but now the music won't play. How do I fix that? Sorry for being a pain.



None.

Dec 13 2007, 7:06 pm y10k Post #6



would be the simpliest if you posted the music triggers and tell which DC you used for this.



None.

Dec 13 2007, 8:28 pm Fawkes Post #7



I used switches, not DCs for the music. Example:

Condtions:
'Difficulty is Set' (difficulty is set when u choose easy, hard, or random)

Actions:

Set 'Music P1'


Condtions:
'Music P1' is set

Actions:
Play haunted.WAV
Wait 100000 MS
Preserve Trigger


Conditions:
'Music P1' is set
P1 brings 1 medic to 'Music Off'

Actions:
Clear 'Music P1'
Move all P1 medics at 'Music Off' to 'Music'
Preserve Trigger


Conditions:
'Music P1' is cleared
P1 brings 1 medic to 'Music On'

Actions:
Set 'Music P1'
Move all P1 medics at 'Music On' to 'Music'
Preserve Trigger



None.

Dec 13 2007, 10:44 pm Moose Post #8

We live in a society.

Simplify!

Condtions:
P1 brings 1 medic to 'Music On' (Current Player ?)
Switch 'game started' is set.

Actions:
Play haunted.WAV
Wait 100000 MS
Preserve Trigger




Dec 13 2007, 10:50 pm Fawkes Post #9



...Okay, but will that make it so that it will play even with the HP triggers?



None.

Dec 13 2007, 10:53 pm Moose Post #10

We live in a society.

You probably have a hyper trigger problem. Move them to the bottom of the list.

Combining those triggers was a matter of efficency and not wasting a switch/triggers.




Dec 14 2007, 12:12 am Fawkes Post #11



I just checked, they are already at the bottom.



None.

Dec 14 2007, 12:24 am Falkoner Post #12



Then you probably have other wait triggers running at the same time. Such as bound triggers, I'd use death counts for the music, have a death, for every second of music, add 11.8(for perfection) more deaths to a trigger that counts down, once it reaches zero, play the music and reset it to the 11.8 deaths per second number.



None.

Dec 14 2007, 12:38 am blacklight28 Post #13



I use vespene gas to do the HP thing. And it works fine.



None.

Dec 14 2007, 6:23 am Riney Post #14

Thigh high affectionado

Quote from Mini Moose 2707
You probably have a hyper trigger problem. Move them to the bottom of the list.

Combining those triggers was a matter of efficency and not wasting a switch/triggers.

I get the oddest problem sometimes. Whenever I add a new wait trigger, I have to remake the hyper triggers, and the map works better. Its strange, but it could work.



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Dec 14 2007, 10:12 am NudeRaider Post #15

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
Quote from Mini Moose 2707
You probably have a hyper trigger problem. Move them to the bottom of the list.

Combining those triggers was a matter of efficency and not wasting a switch/triggers.

I get the oddest problem sometimes. Whenever I add a new wait trigger, I have to remake the hyper triggers, and the map works better. Its strange, but it could work.
Thats not strange. Moving hypertriggers to the bottom of the triggerlist (mark EVERY player/group) would have the same effect.
But when you delete and remake them they are created at the bottom.

You can avoid having to move them to the bottom everytime you made a new trigger when you give them to a single player that doesn't execute ANY wait.




Dec 15 2007, 2:04 am Riney Post #16

Thigh high affectionado

Personnaly, any game that isn't a bound or defense these days (Unless its a complex map), usually doesnt have a player that doesnt have wait triggers for me. So hey



Riney#6948 on Discord.
Riney on Steam (Steam)
@RineyCat on Twitter

-- Updated as of December 2021 --

Dec 15 2007, 9:47 am NudeRaider Post #17

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
Personnaly, any game that isn't a bound or defense these days (Unless its a complex map), usually doesnt have a player that doesnt have wait triggers for me. So hey
Well you can replace waits by death counters or physical timers.
The only times when I use waits is for text animation or when I want to execute another trigger in the middle of the running trigger.

I can understand ppl making bounds using waits because making the timing otherwise would be a pain.
But there are too many bounds and defenses out there anyways.... So hey




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