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?
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?
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.
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%
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
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
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
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
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.
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.
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.
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.
[quote=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.[/quote]
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.
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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[quote=Dark_Marine_123][quote=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.[/quote]
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.[/quote]
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.
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.
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
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
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[quote=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[/quote]
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
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