Bound Help
Dec 19 2007, 4:17 am
By: Cheeseman119  

Dec 19 2007, 4:17 am Cheeseman119 Post #1



k i was making a new bound and when i set the triggers for the first obstacle it goes like [1][2][1[2][1][2][1] kinda i think.and then triggers are set up correctly but instead of all the 1'ns going off at the same time 1 goes then 1 sec later then other 2/3/4 go off and it gets all messed up, heres the triggers


Trigger
Players

  • player 8
  • Conditions

  • Bounders brings x to x location
  • Elasped game time is 1000 miliseconds
  • Actions

  • Set Switch 1

  • Trigger
    Players

  • player 8
  • Conditions

  • Switch 1=Set
  • Actions

  • Create 1 x (unit) at x (location) for player 8
  • Kill all units for Any Player at x location
  • Wait 1000 miliseconds

  • ad theres a couple of those but with different locations but not all of them are going off at the same time.are these wait blocks or?
    o yea and i have 3 hyper triggers after those for the same player(s).



    None.

    Dec 19 2007, 4:32 am Falkoner Post #2



    You can only run one wait at a time for per player, I would switch to death counts if you need to do something like this.



    None.

    Dec 19 2007, 4:50 am Cheeseman119 Post #3



    so i could run x waits for player 8 but not for anyone else while player 8 is "waiting" otherwise it will get block becuase of HT's?



    None.

    Dec 19 2007, 9:30 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

    A wait blocks prevents a trigger from continuing for a long time. It is caused by 2 waits running the same time for the same player.
    That means when P1 and P2 each run a wait it will work fine. And when P8 runs 2 waits all other Players triggers will work fine too but the respective triggers of P8 are not working anymore.

    Usually you should place all actions of 1 obstacle into 1 trigger. This way you make sure there are not running 2 waits the same time. If 64 actions is not enough you will have to use a switch which is set in the end and triggers the follow up trigger which should be ordered right below the 1st. Clear the switch at the end of the 2nd trigger.

    For marking which obstacle is active you should use a death counter which is incremented by 1 after each obstacle. Its not a mistake using switches, but death counters are more effective.




    Dec 19 2007, 2:59 pm Cheeseman119 Post #5



    so its like the opposite of what i just said? also if i put the whole obstacle into on Trigger wouldent it be delayed by a few miliseconds?
    well im just gna look at other bounds for now to see how they work



    None.

    Dec 19 2007, 4:22 pm NudeRaider Post #6

    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 Cheeseman119
    so its like the opposite of what i just said? also if i put the whole obstacle into on Trigger wouldent it be delayed by a few miliseconds?
    well im just gna look at other bounds for now to see how they work
    No, there's no delay. There's only the delay you set by waits.




    Dec 19 2007, 7:49 pm who Post #7



    just create/kill all of them in the same trigger... why use more than one?

    e.g.

    create obs at x1
    create obs at x2
    create obs at x3
    create obs at x4
    kill all obs



    None.

    Dec 20 2007, 12:37 am Cheeseman119 Post #8



    ok so for each level i have one huge trigger containing all the locations to create explosions.k thanks guys

    heres a pic of what i have and is it correct?

    ugh did the SC work?

    Post has been edited 1 time(s), last time on Dec 20 2007, 12:53 am by Cheeseman119.



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